April 2005 SDK Released..

Managed specific changes:

  • All of the D3DX updates mentioned below are implemented in MDX
  • Better support in the control panel for MDX including switching retail/debug on a per-dll basis
  • MDX installed by default by redist setup (no more /InstallManagedDX flag which was removed)
  • The Sample Utility Toolkit Framework no longer creates ‘native win32’ windows, and instead uses WinForms again with the ‘infamous’ DoEvents renderloop (look for that to be addressed soon)

And here’s the release notes and downloads, etc:


The DirectX 9.0 SDK enables developers to build outstanding games and graphics applications by taking full advantage of DirectX technologies built into Microsoft Windows. Updated every two months, the DirectX SDK provides additional C/C++ and Managed libraries, samples, tools and documentation over and above the Microsoft Platform SDK.

For more information about developing Games for Windows titles or with DirectX in general, see the Microsoft DirectX Developer Center or e-mail directx@microsoft.com.

What’s New in the April 2005 Update

This release includes changes to D3DX library, graphics samples, tools, and documentation updates. Updated developer runtimes and the DirectX Redistributable (DirectX 9.0c) are also included. The following features have changed for this release; for a complete list of updates, please refer to the “What’s New in DirectX 9.0 SDK Update (April 2005)” page in the SDK documentation.

D3DX Updates

  • UVAtlas API – These new API’s automatically generate a unique UV texture mapping for an arbitrary mesh, maximizing texture space usage and minimizing texture undersampling (stretch).
  • Reduced effects memory footprint – A new flag (D3DXFX_NOT_CLONEABLE) has been added to allow users to specify that an effect will never need to be cloned by the effect system. Using this flag can notably reduce the memory footprint for an effect.
  • The precomputed radiance transfer (PRT) system has been enhanced with fast raytracing methods have been added for direct computation of ray/mesh intersections against a simulation scene.

Documentation Updates

  • Setup documentation – The DXSetup documentation has been updated to explain the redist naming scheme and how you can customize the redist to reduce your installation size.

DXUT Updates

  • Callback functions now pass a void* pUserContext that allows the callback functions to receive context from the application.
  • The framework’s GUI is now separate and optional from the core framework.
  • The framework now allows applications to reject device changes via LPDXUTCALLBACKMODIFYDEVICESETTINGS which returns a bool.
  • Passing 0 as the width and height to DXUTCreateDevice now creates a backbuffer of the same size as the client window.
  • DXUTGetExitCode now returns 11 if the last device was a D3DDEVTYPE_REF device type.

Technical Article Updates

  • The DirectX developer Frequenty Asked Questions (FAQs) page has been added to the documentation.
  • A new technical article about the Windows XP Media Center Edition 2005 has been added.

PIX Tool Updates

  • You can now open full-stream capture PIXRun files, and render frames from them within PIX, the same way you can with single-frame capture PIXRun files.
  • You can save rendered frames to an image file from within PIX.
  • You can adjust the scaling of the Y-axis of the event timeline to see data graphed more clearly.

DirectX Component Status

  • Microsoft DirectPlay is deprecated, and Microsoft strongly recommends against using it to develop new applications. Game developers should instead use enhanced core Microsoft Windows networking technologies.
  • Microsoft DirectInput, Microsoft DirectMusic, Microsoft DirectShow, and Microsoft DirectSound will maintain their current status until new technology in these areas is made available.
  • Use of Microsoft DirectDraw is no longer recommended. With the release of DirectX 9.0, all two-dimensional (2-D) functionality is contained within Microsoft Direct3D and its associated helper functions in D3DX. However, the DirectDraw documentation is still available and can be viewed at the MSDN Library Archive at DirectDraw.



April 2005 Update Downloads


Please see the DirectX 9.0 SDK Readme for late-breaking information about this release.


DirectX 9.0 SDK Update – (April 2005)
The SDK April 2005 Update download contains the tools needed to build cutting-edge, media-rich, interactive applications. It includes run-times, headers and libraries, samples, documentation, utilities, and support for C++, and Managed Code development. 

This download also contains debug versions of the Microsoft DirectSound DLLs. (March 30, 2005)


DirectX 9.0 SDK Update – (April 2005) Symbol Files
The Symbol Files download contains all of the symbol files for the DirectX 9.0c release for Windows 98, Windows Me, Windows 2000, and Windows XP. The Windows XP Service Pack 2 symbol files are located in the Platform SDK. (March 30, 2005)


DirectX 9.0c Redistributable for Software Developers – Multilingual with Updated DirectX for Managed Code – (April 2005)
This download contains the end-user redistributable that developers may include with their product. The redistributable license agreement covers the terms under which developers may use the Redistributable. This update includes the DirectX 9.0c runtime (unchanged), an updated DirectX for Managed Code and D3DX for April 2005. (March 30, 2005)


DirectX 9.0c EULA
This download contains the localized runtime End-User License Agreements. (February 9, 2005)

The Renderloop.. Re-re-re-revisited.

My coworker Rick has taken the time to write out his thoughts on the infamous render loop.  Naturally, he needed to do this for his upcoming book, but it’s something we here have been talking about for a long time and I simply haven’t had the time to look at very indepth..

He’s bounced some ideas off of me periodically for the last few weeks, and I think the solution he came up with looks pretty solid.. I haven’t played with it much (ok, not at all), but will do so soon..

Game Developers Conference…

In a little over twelve hours from now I leave once again for the annual Game Developers Conference.  This year there are a few things different.. One, it’s earlier in the year than previously.. Two, it’s in San Francisco rather than San Jose this year..  Three, I’m not actually speaking at this one.

Not speaking has both a good side and a bad side.  The good side naturally being that I’m not speaking.  Despite the number of times I’ve given presentations to large audiences and spoken in public, it still comes with a sense of nervousness and anxiety.  The bad side is there is a bit of new stuff I want to talk about I can’t..  I guess everyone will have to wait.. =)

Hopefully the change of venue will ‘help’ some of the overcrowding that was happening back in San Jose..  I guess we’ll find out soon enough..