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The DirectXMath library is based on the XNA Math C++ SIMD library version 2.04. Here we describe how DirectXMath differs from XNA Math and how DirectXMath versions differ.

DirectXMath differences from XNA Math

Here is how the DirectXMath library primarily differs from the XNA Math library:

  • DirectXMath is C++ only (namespaces, overloads, new templates, and so on).
  • Requires C++11 standard library support (that is, stdint.h, and so on).
  • ARM-NEON intrinsics support for the Windows RT platform.
  • New color functionality (color space conversions, .NET color constants).
  • Bounding volume types (a version of which was previously in the XNACollision header in the DirectX SDK Collision sample).
  • No Xbox 360 version is available. The Xbox 360 XDK continues to ship XNAMath v2.x; removal of Xbox 360 specific data types and function variants.
  • Reworked XMVectorPermute for improved optimization for SSE and ARM-NEON intrinsics.
  • The XMMATRIX type is fully opaque. To access individual elements of XMMATRIX, use other types such as XMFLOAT4X4.

DirectXMath 3.06 differences from DirectXMath 3.03

The Windows SDK for Windows 8 shipped with DirectXMath version 3.03.

The Windows SDK for Windows 8.1 ships with DirectXMath version 3.06.

Here is how DirectXMath version 3.06 differs from DirectXMath version 3.03:

 

 

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