适用于初学者的DirectX 9或DirectX 10? [英] DirectX 9 or DirectX 10 for starters?

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问题描述

我想做一些项目,使我的简历对游戏公司更具吸引力。因此,我将开始购买书籍。但我不知道要先阅读DirectX 9或10 API书籍。 DirectX10很棒,但是看来该行业的发展速度很慢,所以我应该使用9或10。??

I want to do projects to make my resume more appealing to game companies. So I am going to start buying books. But I don't know rather to read DirectX 9 or 10 api books to start off with. DirectX10 is great, but it seems the industry is moving slow to 10. so should I use 9 or go with 10 ??

推荐答案

我建议您使用Directx9学习基础知识,然后迅速转向dx11。 DirectX11比DirectX9入门更难,因为它稍微复杂一些,但D3DX中的许多实用程序功能已不复存在,或已移至效果框架等源代码。这并不是一件坏事,但是确实使学习变得非常复杂,因为您必须一次学习更多的东西。

I would suggest learning the basics using directx9 and then rapidly moving on to dx11. DirectX11 is harder to get started in than DirectX9 because it's slightly more complex but also a lot of the utility functions in D3DX are no longer there, or have been moved to source code like the effects framework. This is no bad thing, but it does make it signifiacantly more complex to learn as you have to learn a lot more things at once.

花2到3周的时间学习DX9然后转到DX11进行实际工作:P

Spend 2 or 3 weeks learning DX9 then move to DX11 for "real" work :P

使用固定管道和d3dx来学习基本的DX9,以加载模型等。这比DX11和简单得多记录得更好,您将得到一个三角形,然后在屏幕上更快地得到一个模型。直到完全了解基本概念和转换为止。

Learn basic DX9 using the fixed pipeline and d3dx for loading models etc. It's a lot simpler than DX11 and much better documented, and you'll get a triangle and then a model on screen very much faster. Play with that until you completely understand the basic concepts and tranformations.

但是请仅使用着色器重写所有内容。无论如何,您都需要在DX10 / 11中使用它们,但是当您已经有一个有效的代码框架时,学习起来会容易得多,而在DX9中运行起来则容易得多。

But then rewrite it all using shaders only. You'll need to use them in DX10/11 anyway but it's a lot easier to learn when you already have a working framework of code, and it's a lot simpler to get that working in DX9.

一旦可以使用,请学习DX11。您必须切换数学库。您必须发明自己的模型格式和加载程序。您必须发明自己的效果框架或使用示例框架,但是既然您已经了解3d和编程着色器的基础知识,它们都将变得更加容易。

Once you have that working, learn DX11. You'll have to switch math libraries. You'll have to invent your own model formats and loaders. You'll have to either invent your own effects framework or use the example one, but they are all much easier now you already know the basics of 3d and programming shaders.

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