Direct3D 11 also introduced "10level9", a subset of the Direct3D 10 API with three feature levels encapsulating various Direct3D 9 cards with WDDM drivers, and Direct3D 11.1 re-introduced a few optional features for all levels, which were expanded in Direct3D 11.2 and later versions.
- June 2, 1996; 24 years ago
- 12, / July 29, 2015; 5 years ago
Direct3D 10: Designed around the new driver model in Windows Vista and featuring a number of improvements to rendering capabilities and flexibility, including Shader Model 4. Direct3D 10.1 is an incremental update of Direct3D 10.0 which shipped with, and required, Windows Vista Service Pack 1.
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Direct3D and OpenGL are competing application programming interfaces which can be used in applications to render 2D and 3D computer graphics. Hardware acceleration of this process has been commonplace since approximately 1999. As of 2005, graphics processing units almost always implement one version of both of these APIs. Examples include: DirectX 9 and OpenGL 2 circa 2004; DirectX 10 and OpenGL 3 circa 2008; and most recently, DirectX 11 and OpenGL 4 circa 2011. GPUs that support more recent ve
The proprietary Direct3D is officially implemented only on Microsoft's Windows family of operating systems, including embedded versions used in the Xbox family of video game consoles and Sega's Dreamcast. Several mostly functional reimplementations of the Direct3D API have been made by third parties such as Wine, a project to port common Windows APIs to Unix-like operating systems, and Cedega, a proprietary fork of Wine. However, this process is progressively impeded due to the interdependence o
The first version of Direct3D in 1996 elicited broad criticism because even simple operations, such as state changes, required creating and submitting objects called execute buffers. In contrast, in OpenGL most state changes can be performed with one function call. The Direct3D m
OpenGL is a specification implemented in the programming language C, though it can be used in other languages. It is built on the concept of a state machine. As an API, OpenGL depends on no one programming language feature, and can be made callable from almost any language with t
In general, Direct3D is designed to virtualize 3D hardware interfaces. Direct3D frees the game programmer from accommodating the graphics hardware. OpenGL, on the other hand, is designed to be a 3D hardware-accelerated rendering system that may be emulated in software. These two
Shortly after the establishment of both Direct3D and OpenGL as viable graphics libraries, Microsoft and SGI engaged in what has been called the "API Wars". Much of the argument revolved around which API offered superior performance. This question was relevant due to the very high cost of dedicated graphics processors during this time, which meant the consumer market was using software renderers implemented by Microsoft for both Direct3D and OpenGL.
OpenGL, originally designed for then-powerful SGI workstations, includes many features, like stereo rendering and the imaging subset, that were generally considered of limited use for games, although stereoscopic gaming has drawn more interest with the development of consumer-level 3D displays. The API as a whole contains about 250 calls, but only a subset of perhaps 100 are useful for game development. However, no official gaming-specific subset was ever defined. MiniGL, released by 3Dfx as a s
Direct3D 10.1 API was the first to use a concept of "feature levels" to support both Direct3D 10.0 and 10.1 hardware. Direct3D 11. In Direct3D 11, the concept of feature levels has been further expanded to run on most downlevel hardware including Direct3D 9 cards with WDDM drivers.
The original version of Direct2D was tied to DirectX 11 (in hardware, up to Direct3D 10.1 is used), whereas this version of Direct2D integrates with DirectX 11.1. Windows 8 also added interoperability between XAML and Direct2D along with Direct3D components, which can be all mixed in an application.
バージョン2.6.3時点でDirectX 9、DirectX 10、DirectX 11をサポートする 。Windows 10と同時に正式リリースされたDirectX 12 (Direct3D 12) も、バージョン3.0にて対応したが、DirectX 10 (Direct3D 10) など一部のレガシーAPIのサポートが終了している 。
The new features require a 10.1 device type (see ID3D10Device1 Interface) which can be created by calling D3D10CreateDevice1, or you can create the device and swap chain at the same time by calling D3D10CreateDeviceAndSwapChain1. In Windows Vista Service Pack 1, Direct3D 10.0 and Direct3D 10.1 DLLs exist side-by-side on the system.
DirectSound is a deprecated software component of the Microsoft DirectX library for the Windows operating system, superseded by XAudio2.It provides a low-latency interface to sound card drivers written for Windows 95 through Windows XP and can handle the mixing and recording of multiple audio streams.
Unlike Direct3D 10 which strictly required Direct3D 10-class hardware and driver interfaces, Direct3D 10.1 runtime can run on Direct3D 10.0 hardware using a concept of "feature levels",  but new features will be supported exclusively by new hardware.
- related to: Microsoft Direct3D Direct3D 10 wikipedia