從DirectX 9,DirectX 10到DirectX 11

2009/2/3 10:32:17    編輯:Windows7之家 - Mary Jane     字體:【

Win7之家www.airtaxifl.com):從DirectX 9,DirectX 10到DirectX 11

 不管系統(tǒng)是高端低端,我們都希望看到最接近現(xiàn)實(shí)的實(shí)時(shí)3D場景,當(dāng)然,這中間有很多因素,比如硬件性能和使用的科技等。而另一個(gè)重要因素就是圖形API。

不像CPU,GPU一般都沒有通用的架構(gòu)為圖形工具和軟件提供基礎(chǔ),為了使普通用戶能夠輕松使用顯卡,我們必須提供基于GPU的用戶界面。也就是說開發(fā)者必須將代碼轉(zhuǎn)換成普通用戶也能使用的界面。而其中最關(guān)鍵的就要數(shù)對(duì)3D場景中物體的描繪,向硬件發(fā)送這些信息并告訴硬件該做什么。

在過去的幾十年里,3D加速主要是靠OpenGL和DirectX。今天,我們主要來說說DirectX。與OpenGL相比,微軟提出的DirectX在游戲引擎中的使用更為廣泛,因?yàn)楣δ茉O(shè)置起來更方便,這也使得DirectX的下一個(gè)版本更令人期待了。目前,我們已經(jīng)有了一系列DirectX 9和DirectX 10游戲,不過還沒有DirectX11的游戲。DirectX 11將會(huì)集成到WIndows 7中。

DirectX9和DirectX10發(fā)布也有四年之久了,因此我想DirectX 11不會(huì)讓我們等太久。

附部分原文:

No matter whether we've got a low end or high end system, we all expect the realtime 3D revolution to continue until we achieve near parity with reality. The push forward is backed by many factors including pure hardware performance and brilliant advances in techniques for better approximating what we see. But there's another side to the equation beyond just hardware and developers: there is the graphics API.

 Unlike CPUs, graphics hardware (GPUs) do not have a common instruction set upon which tools and software can be built. In order to get power of the hardware out to the public, we need a common interface that works no matter what GPU is underneath. It's left to the graphics hardware designer to take the code generated by this application programming interface (API) and translate it into something that their chip can use. Because it's the developer's single point of contact, the graphics API is incredibly important. It defines how much flexibility programmers have in using hardware and shapes the world of high performance realtime 3D graphics.
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