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!
>
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