The following features have changed in the April 2006 DirectX SDK update:
The Direct3D 10 Technology Preview showcases the newest set of graphics API's for games and other high-performance multimedia applications on next-generation graphics hardware. This technology preview provides reference material, conceptual content, developer libraries, tutorials and samples that demonstrate how to use Direct3D 10. Additional content will provided in upcoming SDK releases.
Samples and applications built with the Direct3D 10 Technology Preview in the April 2006 DirectX SDK require the Windows Vista February 2006 CTP to run. The Windows Vista February 2006 CTP is available to MSDN subscribers.
The D3D10 libraries in the April 2006 DirectX SDK (Reference Rasterizer, Debug Layer, D3DX10) are unchanged from the Direct3D 10 February 2006 Tech Preview Update in the February 2006 DirectX SDK. New samples have been added in this release. Developers can expect a series of changes to arrive in subsequent SDK's.
For known limitations of this Technology Preview, refer to the Microsoft DirectX SDK ReadMe.
This documentation set is intended for developers using the C/C++ programming language.
In the Direct3D10 February 2006 Tech Preview, a preview version of the new HLSL compiler targeting downlevel (Direct3D9) shader models was included. The compiler preview has been updated this SDK with a series of shader-code-generation improvements.
Using FXC10.exe included in this SDK, you can try out the new HLSL compiler (with new language features such as Improved Flow Control Management) on Shader Model 3.0 and below. Keep in mind that not all HLSL optimizations and new features are active in this release. Generated shaders will not be fully optimized.
A new sample illustrating displacement mapping on dynamic objects using geometry-shader prism extrusion and pixel-shader raytracing has been added. This technique adds significantly more surface and silhouette detail to an object, and is scalable across levels-of-detail.
A new sample illustrating multi-stream rendering has been added. This sample supports both Direct3D 9 and Direct3D 10. The Direct3D 10 version also illustrates multi-stream rendering with multiple index buffers.
For more information on the Direct3D10 April 2006 Technology Preview, see the Direct3D 10 documentation. For known limitations of this Technology Preview, refer to the Microsoft DirectX SDK ReadMe.
To access the Direct3D 10 documentation, click the Start Menu, choose All Programs, Microsoft DirectX SDK (April 2006), and select "Documentation for Direct3D 10". To access the ReadMe, click the Start Menu, choose All Programs, Microsoft DirectX SDK (April 2006), and select "Microsoft DirectX SDK ReadMe".
The Windows Vista Game Explorer documentation has been updated for April with new information about using the Game Definition File Editor.
To access the Game Explorer documentation, click the Start Menu, choose All Programs, Microsoft DirectX SDK (April 2006), and select "Documentation for Game Explorer".
The XInput API has been updated with the following features for this release:
Additionally, the name of the XInput DLL has been changed to XInput1_1.dll.
XACT has been updated for April with the following new feature:
Texture/Surface viewing support has been improved.
Vertex/Index Buffer Viewing Support
Improved Direct3D10 support
In this version of D3DX9, the UVAtlas partitioning algorithm has been significantly improved to produce better results (including fewer charts) for a given stretch threshold.
For example, using the mesh: Samples\Media\MicroscopeCity\occcity.x, the comparative results with the Feb SDK are as follows:
Stretch Threshold | Number of Charts (Feb 2006 SDK) | Number of Charts (April 2006 SDK) |
---|---|---|
0.3 | 228 | 194 |
0.166667 | 403 | 363 |
0.01 | 1880 | 1109 |
D3DX9 February 2006 SDK | D3DX9 April 2006 SDK |
---|---|
The new algorithm in April is more computationally intensive, so the UVAtlas API's will revert to the previous algorithm for input meshes with more than 25,000 faces. The new algorithm also does not support signal specialized parameterization, so if IMT is specified, the old algorithm is always used.
Additional user control over performance vs. quality, as well as support for signal-specialized parameterization, is planned for a future release.
A variety of new articles have been added to the SDK: