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!
> >
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> >
> >
> >
> >
> >
> >
>  
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-- 
~Ryan ( skidz )
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