It is just a learning project and I share the result to the public like other things currently.) (No, I do not want to get back into the Glide-businness. I was even thinking on not to name it dgVoodoo.) The setup looks like its predecessor but that's all. Completely brand new code architecture, new approach of implementation, etc. (*So, it is not an update, it does not have anything to do with the old 1.x versions. I got to the answer "yes" so decided to quickly rewrite dgVoodoo from the ground. Since I like reverse engineering, emulation and cool API implementations I began to ponder on whether Glide and its pipeline could be implemented perfectly and easily using the new shader model(s) and apparate. I wanted some other bigger project because there is no other way to truly learn something. I was thinking about what to code and felt that small primitive example applications would not be enough. I wanted to get experience in Direct3D11 and its Shader Model 4/5. DgVoodoo 2.13: Glide to Direct3D11 Wrapper
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