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Ported d3d11 renderer to d3d10 #424
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Thanks Julian, I'll look at it when I have time. |
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 :) |
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: 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 ;)). |
Thanks for the clarification! |
Merged with minor fixes, thanks Julian! |
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 ? |
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. |
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. |
Ported your D3D11 renderer to D3D10 and added sample to solution