   Long time since used Direct3D
  Hi all,Not used Direcr3D for ages, been away from the coding world for a few years, well the game side of it.Was wondering, should I start to learn Direct3D 11 or 10 or just stick with 9?Any advice is appreciated,Regards,Steve   
  It depends, if you want XP users to be able to play your games, stick with Direct 3D 9, because 10 direct 3D 10 and 11 don't work on XP. I'm not exactly an expert on Direct 3D, so I couldn't really tell you the advantages of working with 10 or 11 rather than 9. I would stick with Direct 3D 9, especially since (it sounds like) you know it to some degree already.   ;  Hi,Yes, used D3D9 a lot in the years, although sometime ago now. I've looked at D3D10 and it seems a lot different, maybe I'm wrong? I'm taking it D3D9 is fine on Win7 also as this is what my PC is now running and my vid card does support D3D10.Are most people still using 9?Thanks again,Steve   ;  the "only" reason to use d3d9 is to support xp.if you're only targeting vista/7 jump straight to d3d11 as it also allows you to use d3d9 level hardware.You could(should) also implement a dedicated d3d9 renderer besides that to allow your game to run on xp.   ;  I'm not really wanting to code a full blown game (hell, I've not got the time or resources!), just wanting to learn some more stuff. I found D3D9 really nice when I use to use it, having messed a little with D3D10, I found it more awkward, but that could just be me being stubborn to move up?! As for moving to D3D11, are there some good articles/examples using it besides the Microsoft docs?  Most of my books are for D3D9, although do have one on D3D10, not seen any for 11.Many thanks,Steve;  DX11 is by far the best graphics API going; DX10 is pretty much useless now and DX9 is only useful if you want to catch the (shrinking) XP market.Yes, you will have to learn new things but once you do you should see just how much better it is as an API and how things make more sense.The main thing which might seem more awkward, if you didn't really use them before, is the lack of FFP and the fact you have to use shaders for everything. However once you get to grips with them they really do make your life so much easier.Other than that the API is just more flexible over all.There is a free DX10 book, I don't have the link to hand however (!summon JasonZ), which might give you a bit of a leg up but I've pretty much picked up everything from playing with it, reading the SDK docs and the various presentations which are kicking around from GDC etc   ;  i guess you meant this free book:Programming Vertex, Geometry, and Pixel Shaders ;  Hey, that is great and many thanks.  Will definitely be going the DX11 route then. Yes the fixed pipeline stuff will take time to get my head round and using HSL etc also, bit is definitely more flexible.Glad to be back :-)Best wishes,Steve   