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February 2006 SDK Available..

I'm always the last person to announce these things, but.. Hey.. Did you hear?  The February SDK is out!

While the MDX2 assembly is still in beta form for this release, it's still pretty exciting for me currently.  The time in which it will be in release mode is rapidly approaching, and I'd be lying if I didn't say I'm quite excited about the future.

For this release, there was more of the same as the last release.  Missing functionality implemented (you can actually save your textures/surfaces again!)  Bug fixes, performance improvements, the majority of the D3D samples were ported to MDX2 as well.

Obviously I can't promise anything right now, but we're hard at work trying to get this up to the quality required to be called "released", and I'm confident of our ability to get it done. Everyone's on board, the documentation is coming along nicely, and things are moving at a nice pace.  I'm excited because it seems to me that soon, we'll be starting the revolution of managed code in gaming.

As always, please provide any feedback in the API you feel needs more polish.  I believe David has been deleting/locking posts in the public forums on the beta, so make sure you post them in the beta newsgroups. I try to monitor that relatively often (and when I forget, David's there to remind me).  I'd recommend getting any suggestions/comments/feedback/bugs/anything else in quickly though. Time's a-tickin!

Comments

  • Anonymous
    February 12, 2006
    tanks,, tanks
    We have allso realease a game engine running
    MDX2 assembly and February version
    your software just work this time

    tanks again.

    Mike
    Mh@3devolution.net
  • Anonymous
    February 18, 2006
    Why did you move DirectShow header files from the DXSDK to the Platform SDK... Now I have to waste 200MB+ because of features that I don't want but installer installs just because I need DirectShow! I already have Visual Studio 2005! Fix this for the next DXSDK and Platform SDK
  • Anonymous
    February 20, 2006
    The comment has been removed
  • Anonymous
    February 20, 2006
    Micah,

    Do you have XInput9_1_0.dll on your system?
  • Anonymous
    February 20, 2006
    Tom,

    The search came up negative for XInput9_1_0.dll.  

    I then searched for XInput* and got about 14 lines of results all residing in various DX SDK Feb directories.  So things like XInput.h, .lib, etc.

    Thanx

    Micah
  • Anonymous
    February 20, 2006
    I find it strange you don't have that dll on your system.. :/  That is most certainly the cause of your problems..  Did you install everything in the SDK?
  • Anonymous
    February 20, 2006
    The comment has been removed
  • Anonymous
    February 20, 2006
    The comment has been removed
  • Anonymous
    February 20, 2006
    I can't get DirectInput running, whats wrong with the following code?
    It worked with the MDX 1.1 Assemblies:

    Device mouse = new Device(SystemGuid.Mouse);

    mouse.SetCooperativeLevel(
       this.Handle,
       CooperativeLevelFlags.Background |
       CooperativeLevelFlags.NonExclusive);

    mouse.Acquire(); // ARGUMENTEXCEPTION here :(
  • Anonymous
    February 21, 2006
    Check return codes (HRESULTs) from the unmanaged method equivalents in the unmanaged DX docs.

    It basically says that you get this exception when the data format has not been set for this device. A look at your code seems to confirm this.

    I guess MDX derived the device format from the device GUID in earlier releases and this behavior did now change or something similar.

    Good luck...
  • Anonymous
    February 21, 2006
    Does PIX work using managed directx in FEB2006 release?  

    I'm almost positive I've been able to use PIX to profile a managed dx app in the past.  Although now when I attempt to profile a mdx app with PIX, pressing start experiment doesn't seem to really do anything (the mdx app never displays).

    For this test i used DirectX SDK (February 2006)SamplesManagedDirect3DBinx86csBasicHLSL.exe as my expiriment program path.

    Using c++ basichlsl.exe works as expected though.
  • Anonymous
    February 23, 2006
    Hi Tom,

    Using DirectX 8's DirectSound with VB6, i'm sure there was an event that fired when the SecondaryBuffer object had finished playing a WAV file. I notice from your current managed DX9 examples that the way you determine if a file has finished playing is by using a timer that just keeps firing until the WAV has finally finished. Would it be worth/possible to add the event? Just seems to me that the timer method is a bit "clunky"?

    Cheers
  • Anonymous
    February 27, 2006
    Just want to let you know I posted some feedback in the Beta newsgroup:
       - "February MDX 2.0 Feedback" (2/15)
       - "Additional MDX 2.0 Feedback" (2/17)

    Hope you saw this feedback.  I can enter these suggestions into the beta feedback system if necessary.
  • Anonymous
    March 08, 2006
    The comment has been removed
  • Anonymous
    March 22, 2006
    Hi !
    I don't know if this comment will help you, but I hope.

    So with the following apps :
    Managed DirectX 2.0
    Visual C# Express (Final)
    Windows 2003 Server

    if you try to Create a D3DDevice in your app width MDX2.0 , you'll receive a FileNotFound exception
    (The specified module could not be found. (Exception from HRESULT: 0x8007007E) )

    So with FileMon, I've seen that the problem is that the dll XINPUT9_1_0.dll is missing.
    Re-installing the DXSDK or the Redist don't resolve the problem !

    So to solve the problem you must
      - Open the file "C:Program FilesMicrosoft DirectX SDK (February 2006)RedistOct2005_xinput_x86.cab"
      - Extract the file xinput9_1_0.dll to your Program Executable Path.

    And then, the program will run without any problem :)

    Sorry If my English is bad, but I'm from France :s But I hope that this message will help persons whichs are trying to dev under w2003.

    Ludovic C. From France
  • Anonymous
    April 06, 2006
    Hello, hopefully someone watching this,
    I started a thread on microsoft's forums to get help with ManagedDX buffered mouse input.

    https://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=326066&SiteID=1

    The whole problem might well be with typecasting an 'int BufferedData.Offset' value to DirectInput.Mouse type. (code snippet provided)

    I didn't found any official documentation regarding the correct use of MDX.DirectInput, especially of the buffered mouse am also suspicious about being there a bug or incomplete implementation with DirectInput and buffered mouse...

    Can anybody help? Best on the forum thread mentioned.
    Thanks a lot
  • Anonymous
    June 19, 2009
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