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

