此 repo 包含 Direct3D 9、Direct3D 10、一些 Direct3D 11 和 DirectSound C++ 示例,这些示例来自旧版 DirectX SDK,已更新为使用.zip
资源内容介绍
DirectX SDK 旧版示例我已将此内容迁移到 GitHub 上更“官方”的位置https://github.com/microsoft/DirectX-SDK-Samples。此 repo 将在几个月后被删除。此 repo 包含 Direct3D 9、Direct3D 10、一些 Direct3D 11 和 DirectSound 示例,这些示例最初包含在旧版 DirectX SDK 中。这些都是适用于 Windows 7 Service Pack 1 或更高版本的Windows 桌面应用程序。它们已清理完毕,可使用 Windows 10 SDK 进行构建,并且不需要DirectX SDK 即可构建。它们使用Microsoft.DXSDK.D3DX NuGet 包来获取旧版 D3DX9/D3DX10/D3DX11 库。提供了适用于 Visual Studio 2019 的项目,可以升级到 VS 2022。此处的 DXUT 支持 Direct3D 9 和 Direct3D 10。此处的 DXUT11 支持 Direct3D 9 和 Direct3D 11。两者都已修 # DirectX SDK Legacy Samples> I have migrated this content to a more 'official' location on GitHub: https://github.com/microsoft/DirectX-SDK-Samples. This repo will be deleted in a few months.This repo contains Direct3D 9, Direct3D 10, a few Direct3D 11, and DirectSound samples that originally shipped in the legacy DirectX SDK. These are all **Windows desktop** applications for Windows 7 Service Pack 1 or later.They have been cleaned up to build using the Windows 10 SDK, and _DO NOT_ require the DirectX SDK to build. They make use of the [Microsoft.DXSDK.D3DX](https://www.nuget.org/packages/Microsoft.DXSDK.D3DX) NuGet package for the legacy D3DX9/D3DX10/D3DX11 libraries. Projects for Visual Studio 2019 are provided, and can be upgraded to VS 2022.The DXUT here supports Direct3D 9 and Direct3D 10. The DXUT11 here supports Direct3D 9 and Direct3D 11. Both have been modified to use a locally built dxerr instead of dxerr.lib. For more information, see [this blog post](https://walbourn.github.io/wheres-dxerr-lib/).For fully cleaned up and modernized versions of DXUT11, Effects11, Direct3D 11 samples/tutorials, and other legacy DirectX SDK samples see [DXUT](https://github.com/microsoft/DXUT/wiki), [FX11](https://github.com/microsoft/FX11/wiki), and [directx-sdk-samples](https://github.com/walbourn/directx-sdk-samples). Those samples do not make use of the legacy D3DX libraries.* [Microsoft Docs](https://docs.microsoft.com/en-us/windows/desktop/directx-sdk--august-2009-)* [Where is the DirectX SDK (2021 Edition)?](https://aka.ms/dxsdk)* [DirectX SDK Samples Catalog](https://walbourn.github.io/directx-sdk-samples-catalog/)* [The Zombie DirectX SDK](https://aka.ms/AA4gfea)*This project is 'archived'. These legacy samples are provided 'as is' for reference and developer education.*## NoticesAll content and source code for this package are subject to the terms of the [MIT License](https://github.com/walbourn/directx-sdk-legacy-samples/blob/main/LICENSE). Use of the NuGet is subject to it's own license terms.## Release notes* The DirectSound samples use MFC, so with Visual Studio you need to install the *C++ MFC for latest v142 build tools (x86 & x64)* (``Microsoft.VisualStudio.Component.VC.ATLMFC``) optional component.## SupportFor questions, consider using [Stack Overflow](https://stackoverflow.com/questions/tagged/direct3d) with the *direct3d* tag, or the [DirectX Discord Server](https://discord.gg/directx) in the *dx9-dx11-developers* channel.## ContributingThis project has adopted the [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/). For more information see the [Code of Conduct FAQ](https://opensource.microsoft.com/codeofconduct/faq/) or contact [opencode@microsoft.com](mailto:opencode@microsoft.com) with any additional questions or comments.## TrademarksThis project may contain trademarks or logos for projects, products, or services. Authorized use of Microsoft trademarks or logos is subject to and must follow [Microsoft's Trademark & Brand Guidelines](https://www.microsoft.com/en-us/legal/intellectualproperty/trademarks/usage/general). Use of Microsoft trademarks or logos in modified versions of this project must not cause confusion or imply Microsoft sponsorship. Any use of third-party trademarks or logos are subject to those third-party's policies.## CreditsThe ATI Research 3D Application Research Group contributed IrradianceVolume and ParallaxOcclusionMapping.The AMD Developer Relations Team contributed DepthOfField10.1, HDAO10.1, TransparencyAA10.1, ContactHardeningShadows11, DecalTessellation11, DetailTessellation11, and PNTriangles11.A full list of credits for all these samples is lost to history. They have been developed by various Microsoft engineers over many years.A partial list of contributors includes: David Cook, Shanon Drone, Kev Gee, Andy Glaister, Xin Huang, Matt Lee, Jason Sandlin, Peter-Pike Sloan, David Tuft, and Chuck Walbourn.