![]() ![]() Unfortunately it's going to be quite a project to jump 14+ years ahead in a single port, but there a lot of resources available to help.įirstly, there is an official guide for moving from Direct3D 9 to Direct3D 10. These days you should not actually port to Direct3D 10 but port to Direct3D 11 which has the same features but broader hardware support, more utility libraries, and more community support. ![]() As noted in the official guide Migrating to Direct3D 11, moving from Direct3D 10 to Direct3D 11 is a pretty straight-forward process. You can logically move code from Direct3D 9 to Direct3D 10 then Direct3D 10 to Direct3D 11 by following both guides at once. So your VC++ Directories should look something like this: The (DXSDKDIR) resolves to the path where you installed the SDK, normally 'C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)' and works even if you chose another path, which makes it more available between different people. Second, D3DX, D3DX10, and D3DX11 are all deprecated as is the legacy DirectX SDK itself. ![]() As you migrate to Direct3D 11, you should work on removing as many dependencies on the legacy DirectX SDK you can.Īs such, you should take a bit of time to read MSDN, this blog post, and Living without D3DX to be fully up on what's changed here. Third, from the missing exports you are using the FX system for your shaders. There is an Effects for Direct3D 11 but it's not part of D3DX11. The latest runtime is available on GitHub. ![]()
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