Couldn't you use the graphic sequencer ton intergrate you own DirectX engine?
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos


2013/3/13 Matt Lind <ml...@carbinestudios.com>:
> We'd prefer a true DX11.
>
> Our project tried to use DirectX from the beginning as our principal engineer 
> was the co-inventor of HLSL and DirectX and wrote our engine to use DirectX 
> heavily.  But DirectX viewport proved to be too unstable and incomplete in 
> Softimage.  So we had to move everything to the OpenGL viewport and wrapped 
> our HLSL code inside of OpenGL shaders.  While it's functional, it's not 
> ideal as we cannot provide a true WYSIWYG workflow as lighting and some other 
> calculations cannot be ported 1:1.  We still want to move to DirectX, but 
> with all our content built up using the OpenGL shaders, it would take a rock 
> solid DirectX 11 implementation with a bug-free migration path to do so.
>
>
> Matt
>
>
>
>
> -----Original Message-----
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric 
> Rousseau
> Sent: Tuesday, March 12, 2013 1:32 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Maya realtime viewport
>
> On Tue, Mar 12, 2013 at 4:16 PM, Steven Caron <car...@gmail.com> wrote:
>>> Unlike Maya 2012, softimage already supports DirectX, but I get what
>>> you're saying.
>> just needs to be updated to support dx11 right? and someone to make
>> the shaders or at least make them available?
>
> hmmm,.. unfortunately, a new DirectX 10 viewport would need to be created 
> first. Softimage only support DirectX 9, which is a totally different API. 
> However, silver lining: the DX11 features should be available in OpenGL 4.3 
> as ARB extensions
>

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