

The process can be sped up by using property sheets too, so you can create a property sheet and set the path to whatever you want, and then copy it between projects or put it in a central location and then add it to any new project that you create and want If you just use a Windows Desktop application project and add any paths that you need to that then you will end up with a project that is a Direct3D project. It wouldn't be able to place it in the right location.īut in the end, there is nothing special about the Direct3D project. So even if the DirectX SDK could even guess at installing the template, Probably because the latest version of the DirectX SDK before it was moved into the Windows SDK doesn't know about Visual Studio 2017 and the changes in the layout of the project system.

You should consider looking at theĭirectX Tool Kit for DirectX 11 tutorials Many of the tutorials online and the published books are a bit outdated as they still assume the legacy DirectX SDK should be used. Living without D3DX for an extensive list of open source replacements for the old utility functionality. You do not need to use D3DX11 to do DirectX 11 development. MSDN (look towards the bottom of the page). You can still use the legacy DirectX SDK in a project, but you need to put the legacy DirectX SDK in the include/lib paths for your project *after* the Windows SDK, as well as do a few other specific changes. The DirectX SDK (June 2010) is the last release of that product, and the headers thereīoth conflict with the Windows SDK and are older than the ones that came with Visual Studio 2017. and require the legacy DirectSetup to deploy the DLLs for redistribution. D3DX9, D3DX10, and D3DX11 are deprecated and only available as part of the legacy DirectX SDK.
