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Managed DirectX历次版本更新说明

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发表于 2005-12-6 21:15:00 | 显示全部楼层 |阅读模式
老是看到有人在论坛上问怎么书里有的函数,调用时说找不到
其本上大家现在看到的资料都是基于SDK summer 2003的,因此很多函数都已经改动过了
其实这些问题都是查找一下文档就可以解决的
由于较早的SDK大家可能没有,这里把几次比较大的改动贴出来

This section describes new Microsoft® DirectX® 9.0 for Managed Code graphics features in the DirectX 9.0 SDK Update (Summer 2003).
        Animation
        Many enhancements have been made to the ability to animate meshes. For more information, see the following topics.
HandleAnimationCallback
AnimationController
CompressedAnimationSet
KeyframedAnimationSet
CompressedAnimationSet
KeyframedAnimationSet
CallbackSearchFlags
CompressionFlags
EventType
PlaybackType
PriorityType
EventDescription
KeyCallback
TrackDescription
         Event Handling
   DirectX 9.0 for Managed Code now automatically handles most common graphics events. For example, when a form is resized, the current device is automatically reset. As a result of the device being reset, allocated video memory resources are automatically disposed, and vertex and index buffers are automatically re-created.
   Developers who want total control over graphics resources can turn off automatic event handling by setting Device.IsUsingEventHandlers to false. The default value for Device.IsUsingEventHandlers is true.
       Other Improvements
       The Font and Sprite classes now have more options to improve font rendering performance and to control sprite buffer storage and transformations. Also see available sprite rendering options in SpriteFlags.
       Floating-point color values can now be specified for lights. In the DirectX 9.0 release, colors for lights could be specified only as integers or as a Color  object.

~~~~~~~~~~~~~~~~~~~~~~~~邪恶的分割线~~~~~~~~~~~~~~~

The remainder of this page describes new features of DirectX 9.0 for Managed Code since the DirectX 9.0 SDK Update (Summer 2003).
New Features
Spherical harmonic (SH) math functions are exposed in the new SphericalHarmonics class.
Samples are now authored using an improved sample framework. See Sample Framework.
EffectStateManager was added as a user-implemented class to allow custom state management.
The CleanType enumeration was added for mesh operations.
The TextureShader class was added for using texture shaders.
Easier to use 2-D drawing methods were added in the Sprite and Font classes.
Improved interoperation is provided between DirectX 9.0 for Managed Code and native DirectX.
New classes supporting precomputed radiance transfer (PRT) simulation were added and include the following:
PrtBuffer
PrtCompressedBuffer
PrtEngine
SphericalHarmonics
TextureGutterHelper
Improved documentation is provided for the Microsoft.DirectX and Microsoft.DirectX.Direct3D namespaces.
Complete documentation is provided for the Microsoft.DirectX.AudioVideoPlayback and Microsoft.DirectX.DirectSound namespaces, plus various new overview topics.

API Changes
The following classes have changed or are new to DirectX 9.0 for Managed Code:
AnimationController
AnimationOutput
Device
Effect
EffectStateManager (New)
GraphicsStream
Light
;LightsCollection (New)
RenderStateManager (New)
SamplerStateManager (New)
SamplerStateManagerCollection (New)
TextureShader
TextureStateManager (New)
TextureStateManagerCollection (New)
The following classes have been removed from DirectX 9.0 for Managed Code:
Lights
RenderStates
Sampler
SamplerStates
TextureState
TextureStates
XFileBinary
XFileDataReference
Class mappings from old classes to new classes:
Lights - LightsCollection (New)
RenderStates - RenderStateManager (New)
SamplerStates - SamplerStateManager (New)

;TextureStates - TextureStateManager (New)
         Methods that use the ranks parameter, such as VertexBuffer.Lock or IndexBuffer.Lock, have changed to allow an unlimited number of dimensions to be used for locking a resource into an array. The ranks parameter is now defined as an array of integers  that represents the size of each dimension of the returning array.

         The Commit method was removed from the Light class. Existing code relying on Light.Commit should be modified. Now, changes made to a Light object's properties do not take effect until Light.Update is called, or Light.Enabled is set to true.

Note: The Microsoft.DirectX.PrivateImplementationDetails namespace supports the .NET Framework infrastructure and is not intended to be used directly from your code.

~~~~~~~~~~~~~~~~~~~~~~~~邪恶的分割线~~~~~~~~~~~~~~~

This page describes new features of Microsoft DirectX 9.0 for Managed Code in the DirectX 9.0 SDK Update (August 2005).
New and Changed Features
Effects System: Use Effect.SetRawValue to set a contiguous range of shader constants with a memory copy.
TextureGutterHelper.ResampleTexture - Resamples a texture from one parameterization into another. This can be used in conjunction with the UVAtlas class to create a new, optimal texture atlas for a mesh and then resample the original texture into the new parameterization.
Sprite depth and texture sort - When submitting sprites for rendering, you may sort sprite drawing order by depth (SpriteFlags.SortDepthFrontToBack or SpriteFlags.SortDepthBackToFront) and then by texture (SpriteFlags.SortTexture). This is useful for rendering UI components as sprites.
Skipping the highest mip levels during texture loading - You can now choose to skip the highest mip level(s) when loading a texture from file. This can be useful for adapting applications to low-memory situations, and can be specified in the following texture creation member methods of the TextureLoader class: FromFile, FromStream, FromCubeFile, FromCubeStream, FromVolumeFile, FromVolumeStream.


另外很多对象的SetPosition()方法很早就改为Position属性了^_^

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