Members - Reputation: 133
Posted 30 September 1999 - 12:23 PM
Posted 26 September 1999 - 04:44 AM
Direct3d will be no problem. Once you get past all the start up code,
it's really not that hard. Look for
the DrawPrim document by Mark Feldman,
it's on the GPMega site.
Posted 26 September 1999 - 09:09 AM
Direct3DX utility does not import 3d models, does not import animation files, and no hierarchy support.
Totally nothing to me.
Members - Reputation: 591
Posted 28 September 1999 - 12:52 PM
Now, if you don't think the easy initialization, texture loading, sprite (particle) drawing, and loads of common 3D mathematic functions are not at all useful, that's your opinion. I personally think they did a great job in choosing what functionality to include in Direct3DX.
On a side note, does anybody know whether the functions in this library (particularly the math ones) make use of 3DNow! or SSE?
Members - Reputation: 123
Posted 29 September 1999 - 11:04 PM
You just feed in triplets of co-ordinates and tell it to draw you a triangle, and it does. It's up to you whether you want to write your own code to light and project then, or have D3D do it for you. Put more simply you can either feed in screen (2D) co-ords or global (3D) co-ords, which means you can build it onto an existing engine really easily.
A good place for info if you want to learn retained mode should be Inside Direct3D from Microsoft which is published this October.
Members - Reputation: 607
Posted 30 September 1999 - 02:52 AM
In order for SSE to be supported, you need either:
A Special Version of DX6.2 (I think it only came with newer versions of Win98 anyway)
or DX7 and an OS upgrade.
SSE won't work without special extensions to the Operating System.
Its a bitch to code for, but 3dnow is simple and easy. not to mention faster, has more support, is more flexible, and is on more processors than SSE.
(K6-2, K6-3, Athlon, Winchip 2, 3, and 4)