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Ported d3d11 renderer to d3d10 #424

Merged
merged 2 commits into from
Dec 3, 2015
Merged

Ported d3d11 renderer to d3d10 #424

merged 2 commits into from
Dec 3, 2015

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JuJuBoSc
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@JuJuBoSc JuJuBoSc commented Dec 3, 2015

Ported your D3D11 renderer to D3D10 and added sample to solution

@ocornut
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ocornut commented Dec 3, 2015

Thanks Julian, I'll look at it when I have time.
Is DirectX 10 commonly used? (I never used it, it looks pretty close to 11 however).

@JuJuBoSc
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JuJuBoSc commented Dec 3, 2015

Indeed really close to D3D11, well it's not commonly used but as I'm doing an injected overlay that aim to be as generic as possible and work on all game, I try to cover the most commons Windows graphics api used, so dx10 doesn't hurt to add :)

@ghost
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ghost commented Dec 3, 2015

Julian and I are working on very similar projects at the moment. DirectX 10 is not used for new projects any-more, but as per my earlier pull request regarding the shader level, we don't control the environment in which we're working.

Here's one (non-exhaustive) list of games which are implemented using DirectX 10:
https://en.wikipedia.org/wiki/List_of_games_with_DirectX_10_support

Quite a few are very popular titles (even to this day), so being able to use ImGui in the environment used by them is important (at least to us ;)).

@ocornut
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ocornut commented Dec 3, 2015

Thanks for the clarification!
I suppose this one can be merged soon (DX12 probably needs some testing, let's move that to #301).

@ocornut
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ocornut commented Dec 3, 2015

Merged with minor fixes, thanks Julian!

@JuJuBoSc
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JuJuBoSc commented Dec 3, 2015

Awesome thanks for the fix, any reason to use NULL instead of nullptr btw ? Just curious because I've read it's better to use nullptr for pointer ?

@ocornut
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ocornut commented Dec 3, 2015

nullptr is a little better in term of type-safety to resolve ambiguous cases, but it is c++11 and we are trying to target a maximum number of compilers including older ones with the demos.

@JuJuBoSc
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JuJuBoSc commented Dec 3, 2015

Fair enough, c++11 is what make me start using it so I didn't know it was c++11 feature only, thanks for the clarification.

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2 participants