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XNA 3.0

Started by vetroXL Apr 9, 2009 at 2:49 PM 1 replies 1.1k views
Original Post
vetroXL
vetroXL
I'm just playing around with XNA 3.0, and wow, sometimes I wonder why I'm writting my engine in C++ DirectX10. XNA makes things so much easier. Does anyone know if XNA 3.0 will support HLSL 4.0? Or does it only support up to version 2? I like the branching in HLSL 4 and I like the geometry shader, but I don't know if that's a dx10 thing only though?
MJP
MJP
Nah, you're stuck with D3D9 shader models only (SM1.1, SM2.0, and SM3.0). It's unlikely you'll get D3D10 support, since it would break compatibility with the Xbox 360 (which supports a superset of SM3.0). SM3.0 is pretty darn flexible though...you don't get the geometry shader but you most definitely get dynamic branching and looping. If you target the 360, you can also inline shader microcode which let's you do some really awesome things (like normalized and unnormalized texture fetches, full texture fetching functionality from the vertex shader, arbitrary vertex fetch, etc.).
vetroXL
vetroXL
hmm... thanks MJP... i'm wondering how long the XBOX360 will come to End of life... I have my dx10 engine about 30% complete... I am contemplating porting it over to the XNA platform.

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