从Direct 9,DirectX 10到DirectX 11
不管系统是高端低端,我们都希望看到最接近现实的实时3D场景,当然,这中间有很多因素,比如硬件性能和使用的科技等。而另一个重要因素就是图形API。
不像CPU,GPU一般都没有通用的架构为图形工具和软件提供基础,为了使普通用户能够轻松使用显卡,我们必须提供基于GPU的用户界面。也就是说开发者必须将代码转换成普通用户也能使用的界面。而其中最关键的就要数对3D场景中物体的描绘,向硬件发送这些信息并告诉硬件该做什么。
在过去的几十年里,3D加速主要是靠OpenGL和DirectX。今天,我们主要来说说DirectX。与OpenGL相比,微软提出的DirectX在游戏引擎中的使用更为广泛,因为功能设置起来更方便,这也使得DirectX的下一个版本更令人期待了。目前,我们已经有了一系列DirectX 9和DirectX 10游戏,不过还没有DirectX11的游戏。DirectX 11将会集成到WIndows 7中。
DirectX9和DirectX10发布也有四年之久了,因此我想DirectX 11不会让我们等太久。
附部分原文:
No matter whether we've got a low end or high end system, we all expect the realtime 3D revolution to continue until we achieve near parity with reality. The push forward is backed by many factors including pure hardware performance and brilliant advances in techniques for better approximating what we see. But there's another side to the equation beyond just hardware and developers: there is the graphics API.
Unlike CPUs, graphics hardware (GPUs) do not have a common instruction set upon which tools and software can be built. In order to get power of the hardware out to the public, we need a common interface that works no matter what GPU is underneath. It's left to the graphics hardware designer to take the code generated by this application programming interface (API) and translate it into something that their chip can use. Because it's the developer's single point of contact, the graphics API is incredibly important. It defines how much flexibility programmers have in using hardware and shapes the world of high performance realtime 3D graphics.
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