Direct3D 10 Sucks !!!
It's really fucked up to think that to draw a quad one has to has to create vertex buffer resource, an "input layout" and whatnot.
It's lame but I must do it, but it's really lame !
Fack those ill conceived abortions (oxymoron ?).. started with Direct3D 1.0
Everyday I see the design mistakes I make when I write any code.. and then I think that it's the same mistakes that every programmer does.. only that most of us have to deal with the bullshit of few.
Direct3D 10 is bullshit... and so is Vista.. but that's nothing new 8)
Oh and by the way, I managed to work around the nVidia driver crash bug in Vista... all I had to do was to scale down the geometry 8)
I had position values going beyond 160000.0f, I scaled down to 50000.0f and the crash is gone.
Pretty fucked up 8)
UPDATE: It turns out that the problem arises with the size of the object relative to the far plane. I guess it's basically a far plane clipping issue.
In fact I had the driver crash again when pulling closer the far clipping plane on a scene that would work fine before.
So there you have it, now fix that driver, please !


hhmmmm 160000.0f? is that
hhmmmm 160000.0f? is that some kind of known threshold?
It's the threshold of my
It's the threshold of my patience 8)
The object's largest extent on one axis was about 160000.. knowing that displaying such object would crash my driver, I decided to try a couple of times scaling down. I didn't actually do a proper binary trial and error session because I had no patience to reboot.. I prefer to wait for nvidia to fix the thing 8)
Strange crash, most likely
Strange crash, most likely driver throws some floating point exception.
DirectKaz, One way around
DirectKaz,
One way around this pain is to create a simple class/utility function that mimicks the glBegin/glEnd style stuff ... yeah, it's pain ... but (I think) it's currently the only way to do these kind of operations.
I think the whole idea behind all this was that now ... all of a sudden ... writing the driver (for the driver writer) becomes a lot easier with the pain being candidly dealt to the developer ... but now the developer is free to inflict the pain on themselves.
I suppose having a temporary (ring) buffer of some kind would help ... Who knows ... I'm sure such surprises await me in OpenGL world. 8P
Sounds like you are one of
Sounds like you are one of the very few people, that are using dx10 anyway. Why cant you use dx9?
I just did a search on
I just did a search on Google for "direct3d 10 input buffer pain" and I ended on in my own site 8)
(was fifth or so)
..either not many people are using DX 10 not many people are in pain 8)
I (we) use DX 10 because out there someone figured that there is no future for DX 9... but I'm not so sure about that !
woooo
I personally dont know
I personally dont know anybody who currently uses it, or is planning on using it. Things might change when Microsoft discontinues XP.
extended XP lifespan ?
..some are calling for MS not to discontinue XP.
This Vista thing... I only have it at work and it's true we get a good share of "blue screens".
Other than that I don't hate it. Just looks ugly, even with the classic theme, the explorer address, bar, details here and there, make a difference for me.
I think it's an obvious case of trying to repair something that isn't broken. That was true with Windows 2000 already.
But then MS always finds ways, like not supporting Bluetooth on 2000 (if I remember correctly).
In this case the DX10 for Vista only was really stupid especially considering that the 360 itself will stay with Direct3D 9 (last time I checked).
So, it's hard for any developer to find a reason to work on DX10.. because if they use DX9, it's much easier to target 360 and PC at the same time. While also not requesting for people to use Vista.
Big fuckup..
P.S. Currently writing form my iMac... while installing Visual Studio on an XP virtual machine 8)
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