DirectX 8.0’ın aşağıdaki düzeltmeleri içeren yeni sürümü. Ancak Directx8.0b’yi kullanabilmek için ne yazıkki 144Mb’lık dev DirectX8.0a SDK ya sahip olmanız gerekiyor 🙁
Core
– D3DXCreateTextureFromFileEx can now load certain16-bit BMPs generated by IE 5.0
– Add unicode support to D3DXCreateText functions
– All D3DX functions use D3DLOCK_NOSYSLOCK when locking resources
Effects
– D3DXCreateEffectFromFile(A or W) now returns D3DXERR_INVALIDDATA for errors
– Effect compiler now handles vector literals correctly
– Setting a shader constant to a matrix in an effect, now performs transpose
– Setting NULL vertex and pixel shaders in an effect are now allowed
Mesh
– ID3DXMesh::GenerateAdjacency() now works with non-zero epsilon parameter. When epsilon is non-zero, all vertices whose distance is less than epsilon share the same point representative, and are treated as collocated for adjacency generation.
– ID3DXMesh::CloneMeshFVF now fails for meshes with D3DFVF_XYZRHW
– D3DXMesh::DrawSubset now uses hardware for 32bit drawing if available.
– Calls to ID3DXMesh::Optimize with the SHAREVB flag set will now work.
– ID3DXSkinMesh::ConvertToIndexedBlendedMesh has some bug fixes
– ID3DXSkinMesh::ConvertToBlendedMesh has some bug fixes and performance improvements
– Calling ID3DXSkinMesh::GetMaxVertexInfluences before calling any ID3DXSkinMesh::ConvertTo* calls now works.
– ID3DXSPMesh::ClonePMesh no works with 32bit meshes with more than 65,536 faces.
– D3DXSaveMesh & D3DXLoadMesh* functions now handle 3d texture coordinates correctly.
– D3DXLoadMesh* initializes D3DMATERIAL8 correctly.
– D3DXLoadMesh* now handles duplicated entries in the VertexColors template.
– D3DXLoadMesh* functions can now return D3DXERR_LOADEDMESHASNODATA which indicates that a empty mesh template was found in the .X file
– D3DXCleanMesh works correctly with multi-attribute meshes
– D3DXIntersectMesh now handles 32 bit meshes.
– Effect & X file in text format now works if the (Windows) decimal separator isn’t a point.
Tex
– Box filter now handles odd sized source surfaces.
Samples
– Many improvements and bug-fixes to the SkinnedMesh sample
– SkinnedMesh samples no longer ignores paletted skinning caps.