In the bad old days of the 1990's and early 2000's, you would render graphics in OpenGL with a fixed-function pipeline; i.e. a finite set of functionality (a max number of lights, shadows rendered in ...
We're a small-medium size enterprise (~50 devs), working on several DirectX 9 applications. (not games) DirectX 10 and 11 both were deep interface overhauls, as DX12 will probably be. We didn't ...
I am currently working on CUDA, DirectX. I want to know the data flow architecture of GPUs. The one presented for CUDA and DirectX are parallel programming model and graphics pipelines respectively. ...
I considered posting on Stack Overflow, but the question strikes me as being far too subjective since I can't think of a reasonable technical explanation for Microsoft's choice in this matter. ...