Direct3D10, which will ship with Windows Vista in a few months, doesn't seem to be a large cause for concern. At first glance it appears to be more of an evolutionary change rather than revolutionary. New shader support will be needed, but extending ours once OpenGL supports it should be pretty easy. Stefan mentioned Microsoft is currently offering a lot of incentives for Windows developers who develop D3D10-only games since they'll only be usable on Vista - there's no plan to backport D3D10 to XP. Dan Kegel asked if that means we should port Wine's forthcoming D3D10 implementation to Windows, which would be relatively easy when we switch to WGL.
To wrap things up, Stefan presented some of the obstacles they've run into. Most games ship with a set of Microsoft helper libraries named D3DX_##.dll. There are approximately 30 different versions of those right now. They contain higher-level functions, such as a shader compiler. There's no problem using the native ones, but they must be installed by the game. Some games don't ship with them and that's a problem. Another big issue is copy protection; but as we noted above there's work being done on that area.
Full article here..
Significant problems on the way, but worth mentioning possibilities to succeed as well..
Discuss
To wrap things up, Stefan presented some of the obstacles they've run into. Most games ship with a set of Microsoft helper libraries named D3DX_##.dll. There are approximately 30 different versions of those right now. They contain higher-level functions, such as a shader compiler. There's no problem using the native ones, but they must be installed by the game. Some games don't ship with them and that's a problem. Another big issue is copy protection; but as we noted above there's work being done on that area.
Full article here..
Significant problems on the way, but worth mentioning possibilities to succeed as well..
Discuss