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    <p>From the documentation on MSDN, it looks like they've moved from having an IDirect3D9 object with member functions such as <a href="http://msdn.microsoft.com/en-us/library/bb174313(VS.85).aspx" rel="nofollow noreferrer">IDirect3D9::CreateDevice</a> to using global functions such as <a href="http://msdn.microsoft.com/en-us/library/bb205086(VS.85).aspx" rel="nofollow noreferrer">D3D10CreateDevice</a>. With Direct3D 10, they've split many of the functions that were in IDirect3D9 relating to (for example) adapters into the <a href="http://msdn.microsoft.com/en-us/library/cc835730(VS.85).aspx" rel="nofollow noreferrer">DirectX Graphics Infrastructure (DXGI)</a>.</p> <p>In other words, Direct3D 10 still uses COM, but no, there isn't a counterpart of IDirect3D9. Things that you used IDirect3D9 for are now accomplished via other means.</p> <p>Edit: The COM class with the GUID above is IDirect3D9. Direct3D 10 doesn't have an updated version of this (there is no IDirect3D10 that does the things IDirect3D9 does); instead, the member functions of that class were split into global functions (such as <a href="http://msdn.microsoft.com/en-us/library/bb205086(VS.85).aspx" rel="nofollow noreferrer">D3D10CreateDevice</a>) which you call directly instead of via an object, and into the DXGI classes (such as <a href="http://msdn.microsoft.com/en-us/library/bb174546(VS.85).aspx" rel="nofollow noreferrer">IDXGIOutput</a>). You don't need an IDirect3D10 object because the tasks that you would use it for are now done in different ways.</p> <p>You should be able to map GUIDs to COM class names by searching the Direct3D header files for the DEFINE_GUID macro.</p>
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