DirectX Versions: Difference between revisions
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[[Category:Material System]] | [[Category:Material System]] | ||
{{stub}} | {{stub}} | ||
==Introduction== | |||
This is a description of what each version of DirectX is capable of, for reference when creating fallback materials. Under each heading are features not available in previous versions of DirectX. | This is a description of what each version of DirectX is capable of, for reference when creating fallback materials. Under each heading are features not available in previous versions of DirectX. | ||
To test lower-quality DirectX levels on a more advanced graphics card, use the ''mat_dxlevel'' console CVAR. Set it to 60, 70, 80, 81 or 90 to set the corresponding DirectX version; it is not possible to run at a higher level than the graphics hardware is capable of. | |||
==DirectX 7== | ==DirectX Capabilities== | ||
===DirectX 6=== | |||
===DirectX 7=== | |||
*Blob shadows | *Blob shadows | ||
* | *Displacement map texture blending | ||
==DirectX 8.0== | ===DirectX 8.0=== | ||
*Refractions with the use of a du/dv map | *Refractions with the use of a du/dv map | ||
*Dynamic shadows | *Dynamic shadows | ||
* | *Directional lighting on world brushes using normal maps | ||
*Bumpmaps and other shaders | |||
*Cubed specular maps | *Cubed specular maps | ||
==DirectX 8.1== | ===DirectX 8.1=== | ||
*Soft edge dynamic shadows | *Soft edge dynamic shadows | ||
==DirectX 9== | ===DirectX 9=== | ||
*Refractions with the use of a bump map | *Refractions with the use of a bump map | ||
*True reflection for water | *True reflection for water | ||
*Softer edge dynamic shadows | *Softer edge dynamic shadows | ||
*Normal-mapped lighting on models | |||
*Improved-quality specular effects | |||
==Sample Screenshots== | |||
===Zombie=== | |||
{| | |||
| DirectX 6.0 || [[Image:zombie_dx6.jpg]] | |||
|- | |||
| DirectX 7.0 || [[Image:zombie_dx7.jpg]] | |||
|- | |||
| DirectX 8.0 || [[Image:zombie_dx8.jpg]] | |||
|- | |||
| DirectX 8.1 || [[Image:zombie_dx81.jpg]] | |||
|- | |||
| DirectX 9.0 || [[Image:zombie_dx9.jpg]] | |||
|} |
Revision as of 15:23, 7 July 2005
Introduction
This is a description of what each version of DirectX is capable of, for reference when creating fallback materials. Under each heading are features not available in previous versions of DirectX.
To test lower-quality DirectX levels on a more advanced graphics card, use the mat_dxlevel console CVAR. Set it to 60, 70, 80, 81 or 90 to set the corresponding DirectX version; it is not possible to run at a higher level than the graphics hardware is capable of.
DirectX Capabilities
DirectX 6
DirectX 7
- Blob shadows
- Displacement map texture blending
DirectX 8.0
- Refractions with the use of a du/dv map
- Dynamic shadows
- Directional lighting on world brushes using normal maps
- Bumpmaps and other shaders
- Cubed specular maps
DirectX 8.1
- Soft edge dynamic shadows
DirectX 9
- Refractions with the use of a bump map
- True reflection for water
- Softer edge dynamic shadows
- Normal-mapped lighting on models
- Improved-quality specular effects
Sample Screenshots
Zombie
DirectX 6.0 | ![]() |
DirectX 7.0 | ![]() |
DirectX 8.0 | ![]() |
DirectX 8.1 | ![]() |
DirectX 9.0 | ![]() |