Category Archives: Direct3D 10


There is a bunch of small notes I’d like to share – none of them deserves a post, but I don’t want them to disappear forever.

Posted in Compilation speed, Direct3D 10, Load-in-place, Particle Systems | 6 Comments

Render state rant

Today we’ll talk about render state management in D3D10 a little. While designing D3D10, a number of decisions were made to improve runtime efficiency (to reduce batch cost, basically). It’s no secret that D3D9 runtime is not exactly lean & … Continue reading

Posted in Direct3D 10 | 1 Comment