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 >