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Getting Started with D3D11

Published April 22, 2009
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Getting Started with D3D11

I've been quite busy lately with my thesis research, but I managed to start getting a basic D3D11 renderer set up. I have begun reading through all of the documentation and trying to piece together how I want to approach the design. D3D11 isn't so different from D3D10 or even D3D9 with respect to how my engine handles resources. In general, the resources are completely contained within the renderer class and they are bound to the pipeline at various places to perform rendering operations. It is my sincere hope that my general renderer design template will continue to be useful with D3D10 and D3D11.

Anyways, to get started with D3D11 I'm ripping parts of Jack's starter application (thanks Jack!). It's non-trivial to get a basic app up and running, so it's nice that someone took the time to put something together. Of course, I could use the DXUT samples in the current DXSDK, but there is a bit too much framework to dig through to get to the low level API. Most likely I will refer to the DXUT code for more detailed examples later on, but for now I'm sticking with the simple app!

Hopefully I have more time later in the week to get things going. Before I can get an application ready, I need to do some administrative changes to the basic application startup code in the engine which will likely take up a little time. Hopefully I'll have some screen shots to show next time...
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