In this case, it is recommended you make use of the refreshed version of the REDIST rather than the one that shipped in the legacy DirectX SDK.īTW, if you are trying to target Windows XP with the "v120_xp" Platform Toolset, you are actually using the Windows 7.1 SDK and not the Windows 8.x SDK since the Windows 8.x SDK does not support Windows XP. then you also need to rely on the legacy DirectSetup deployment. Remember that if you use the legacy DirectX SDK components like D3DX, XAudio 2.7, XInput 1.3, XACT, D3DCompiler #43, etc. You can of course still also use the legacy DirectX SDK with the Windows 8.x SDK (which unfortunately you have to for XAudio 2.7 on Windows Vista/Windows 7 XAudio 2.8 is part of Windows 8.x), but you need to remember that the include/lib path order is reversed since the headers in the DirectX SDK are now older than those in the Windows 8.x SDK. The sample also shows an alternative technique to rasterization that leverages. It also shows how to perform depth buffer collisions as well as sorting the particles on the GPU for correct blending of rasterized billboards. Ideally you would avoid using D3DX11 and use any of the many alternatives available that support Win32 desktop apps on Windows Vista or later. This sample demonstrates how to implement a simple GPU-based particle system. Direct3D 11 is out and ready for use by your game today to exploit the latest in video hardware features as well as current generation machines. The HLSL compiler (D3DCompile #47) DLL is available in the Windows 8.x SDK to just copy into your apps folder for Win32 desktop apps, although on Windows 8.1 it is already part of the OS as well. on all these platforms without any need to use the legacy DirectX SDK. There's nothing else special you need to do, and you can use DirectX 11.0, DirectXMath, XInput 9.1.0, etc. at Computex on June 3, 2009, running some DirectX 11 SDK samples. To support 'down-level' systems such as Windows 8.0, Windows 7 and/or Windows Vista, you need to set the _WIN32_WINNT preprocessor symbol appropriately (_WIN32_WINNT=0x0601 for Windows 7 or later). DX11, like all its DX predecessors, primarily runs on Microsofts Windows operating. If you have Visual Studio 2013 Express for Windows Desktop (or VS 2013 Pro or better), then you have the Windows 8.1 SDK and will use it for any C++ project by default.
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