Actually, the paper "Post processing in the Orange Box" mentions DX10 in a
few places. But I think they are referring to the X360 version of the
engine, which uses a superset of DX9 :|

2010/2/7 Scott Highland <[email protected]>

> *Remembers Valve talking about upgrading Source to DX10 since the E3
> techdemo days*
> memoriees~
>
> i mean... broken promiises~
>
> Ryan Sheffer wrote:
> > Valve have to actually integrate these features as far as I know. The
> next
> > iteration of the engine might hold more related to DX10 and 11.
> >
> > On Fri, Feb 5, 2010 at 12:47 PM, Tobias Kammersgaard <
> > [email protected]> wrote:
> >
> >
> >> Source only supports fully supports DirectX 9. There are a few DirectX
> 10
> >> features that's supposed relating to textures, but that's all as far as
> I
> >> know.
> >> You can't update the engine to use newer versions of DirectX since the
> >> source for the ShaderAPI isn't available.
> >>
> >> /ScarT
> >>
> >>
> >> On 5 February 2010 21:41, Adam "amckern" McKern <[email protected]>
> wrote:
> >>
> >>
> >>> Brent,
> >>>
> >>> Even though the overlay has been updated to support DX10 & DX11, i
> >>>
> >> suspect
> >>
> >>> that this is only for new PC Games, has nothing to do with the source
> >>> engine.
> >>>
> >>> I think source is stuck in the dark ages of DX9 - let me know however
> if
> >>> anything is incorrect.
> >>>
> >>> Thanks,
> >>>
> >>> Adam McKern
> >>>
> >>> --------
> >>> Owner Nigredo Studios http://www.nigredostudios.com
> >>>
> >>> --- On Sat, 6/2/10, Brent Lewis <[email protected]> wrote:
> >>>
> >>> From: Brent Lewis <[email protected]>
> >>> Subject: [hlcoders] DirectX 10.1 and SM4.0
> >>> To: [email protected]
> >>> Received: Saturday, 6 February, 2010, 4:06 AM
> >>>
> >>>
> >>> I'm pretty certain that this is not possible, but doesn't hurt to ask.
> Is
> >>> there a way to enable multisample render target and depth buffer
> >>>
> >> readback.
> >>
> >>> It's new in DX10 and I don't see anything in the interfaces that
> suggests
> >>> that source is aware of it. Otherwise anti-aliasing wont be available
> in
> >>>
> >> a
> >>
> >>> deferred shading implementation. I suspect it needs SM4.0 as well, but
> I
> >>> haven't looked at the implementation details for the read back stuff.
> >>>
> >> Will
> >>
> >>> changing some perl scripts be enough to compile SM4.0 or is
> >>> shadercompile.exe (or whatever it's called) internally incapable of
> >>> compiling SM4.0? Thanks!
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>
> >>
>  
> __________________________________________________________________________________
> >>
> >>> Yahoo!7: Catch-up on your favourite Channel 7 TV shows easily, legally,
> >>>
> >> and
> >>
> >>> for free at PLUS7. www.tv.yahoo.com.au/plus7
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >
> >
> >
>
>
> __________ Information from ESET NOD32 Antivirus, version of virus
> signature database 4842 (20100206) __________
>
> The message was checked by ESET NOD32 Antivirus.
>
> http://www.eset.com
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to