Known issues with Whidbey Managed DirectX
So, how is it that I can get scooped by my own information? (Just kidding ZMan, I appreciate it!)
Anyway, two main known issues with the Whidbey MDX Beta. First, it requires VS2005 Beta2. Nothing later. Those of you using RC0 will get "FileNotFound" exceptions when trying to load the assemblies.
Two, there is a large 'chunk' of D3DX that is 'missing' from the assembly due to a mistake on my part. It is most certainly unintentional. (Oh, and MatrixStack is a D3DX component too, despite it being in the Microsoft.DirectX namespace).
We are working on getting these issues addressed as quickly as possible. One of the benefits of releasing every other month though is no matter what, you don't have *that* long to wait for updates. Please keep the feedback coming, particularly on design issues, but on anything you feel the need to tell me about.
Comments
- Anonymous
October 06, 2005
The comment has been removed - Anonymous
October 07, 2005
Please put the wrapper classes for the native DirectInput "action mapping" capabilities back in as well (including the old Manager.ConfigureDevices). While we would like to see replacements for this at some point, we just don't have time to reinvent all of this right now. - Anonymous
October 07, 2005
I've probably found two potential issues with D3D.
1)Device.set_VertexShader
It calls the function with the offset 0xc4 in the vtable of IDirect3DDevice9, but the offset for SetVertexShader is 0x170. (at least in the old d3d for win32)
2)Device.get_VertexDeclaration
This function returns always null. Comparing to the old MDX it seems that the following is missing at the end:
if (declarationPtr1 != null)
{
return new VertexDeclaration(declarationPtr1, this);
} - Anonymous
October 07, 2005
Dear Santa Claus,
just one more little suggestion for the december-event:
I would love to see a ScissorBox-property in Direct3D::Font.
(This would really help to realize labels in scrollable containers when thinking of a D3D-vector-GUI.)
It shouldn't be too difficult, as the the Scissor-rectangle-renderstate just has to be included in the corresponding state-block* of the font-class. It wouldn't even break existing applications, as this property could be set to the entire screen by default.
---
*) the state-block, which overrides previous scissor-settings - Anonymous
October 07, 2005
what about "LightType" enums.
I can't find any enum constants in LightType.
Currently...
~Lights[0].LightType = (LightType)2;
Is this a mistake, or intentional? - Anonymous
October 08, 2005
Daniel, I mentioned this bug in Tom's previous post. It's definitely a bug. Note that Tom has said 40% of D3DX is accidentally missing, I'd bet a paycheck that the LightType enum is restored in the November SDK. - Anonymous
October 09, 2005
I hope we don't have to wait until November for the MDX fix if this was just a compile/build error. I would like to do a real compile with the Visual Studio 2005 Beta 2 before needing to install another Visual Studio update/release. - Anonymous
October 09, 2005
I'd still set my personal worst-case scenario to December.
The good thing about this would be, that the longer they develop, the more bugs will be removed -> would make the December-February-period more pleasant to work with MMDX (mature managed DX).
However, my project is currently still not in a representative state, and I hope this ends ASAP (mainly due to DI). - Anonymous
October 09, 2005
In a discussion on GameDev some concerns & comments were posted about the 'non-Whidbey' October release of MDX. Quite some valid points are made I think, so it might be worthwhile to check it out:
http://www.gamedev.net/community/forums/topic.asp?topic_id=349441 - Anonymous
October 10, 2005
Any chance of a working version of AudioVideoPlayback to render a video on a texture? I bought your books. - Anonymous
October 13, 2005
Can you please help
old code
OcclusionQuery = new Query(device, QueryType.Occlusion);
OcclusionQuery.Issue(IssueFlags.Begin);
device.RenderState.ZBufferEnable = true;
device.RenderState.ZBufferWriteEnable = false;
RenderMesh(device);
OcclusionQuery.Issue(IssueFlags.End);
device.RenderState.ZBufferWriteEnable = true;
bool l_bData = false;
int TotalDrawOfPixelInScene = 0;
while (!l_bData)
{
TotalDrawOfPixelInScene = (int)COcclusionQuery.GetData(typeof(int), true, out l_bData);
}
new code
bool Data = false;
int pixelsVisible;
OcclusionQuery = new Query(device, QueryType.Occlusion);
OcclusionQuery.Begin();
device.RenderState.ZBufferEnable = true;
device.RenderState.ZBufferWriteEnable = false;
RenderMesh(device);
OcclusionQuery.End();
device.RenderState.ZBufferWriteEnable = true;
while (!l_bData)
{
pixelsVisible = OcclusionQuery.GetData<help here>(true, <help here>);
}
Mh@3devolution.net - Anonymous
November 09, 2005
The comment has been removed - Anonymous
November 22, 2005
Any info on when we can expect an update to the SDK that works with the Visual Studio 2005 release? - Anonymous
November 23, 2005
I understand that some D3DX-related classes were missing in October. If possible, please ensure that DirectInput/ActionMapping and DirectX Diagnostics classes are also fixed in the December release. Thanks. - Anonymous
November 28, 2005
How about an official bootstrapper for Managed DirectX. Deployment is somewhat of a nightmare. - Anonymous
December 02, 2005
December SDK? I'm really looking forward to this one... Is it delayed?
I was also wondering if MS had any plans to upgrade the X-file format or replace it? Maybe one suited more for shaders?
/curious - Anonymous
April 25, 2006
Sorry for the gap folks - been keeping myself busy elsewhere. I'll just catch you all up very quickly.... - Anonymous
July 23, 2007
Sorry for the gap folks - been keeping myself busy elsewhere. I'll just catch you all up very quickly