What's New in DirectX 9.0 for Managed Code, August 2005
This page describes new features of Microsoft DirectX 9.0 for Managed Code in the DirectX 9.0 SDK Update (August 2005).
New and Changed Features
- Effects System: Use Effect.SetRawValue to set a contiguous range of shader constants with a memory copy.
- TextureGutterHelper.ResampleTexture - Resamples a texture from one parameterization into another. This can be used in conjunction with the UVAtlas class to create a new, optimal texture atlas for a mesh and then resample the original texture into the new parameterization.
- Sprite depth and texture sort - When submitting sprites for rendering, you may sort sprite drawing order by depth (SpriteFlags.SortDepthFrontToBack or SpriteFlags.SortDepthBackToFront) and then by texture (SpriteFlags.SortTexture). This is useful for rendering UI components as sprites.
- Skipping the highest mip levels during texture loading - You can now choose to skip the highest mip level(s) when loading a texture from file. This can be useful for adapting applications to low-memory situations, and can be specified in the following texture creation member methods of the TextureLoader class: FromFile, FromStream, FromCubeFile, FromCubeStream, FromVolumeFile, FromVolumeStream.
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