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Topic: Direct3D


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In the News (Sat 2 Jun 12)

  
  Direct3D vs. OpenGL: comparison
Microsoft defines the Direct3D API through its COM interfaces, and the semantics are defined by the the help files and sample code accompanying the software development kit provided by Microsoft.
Direct3D first appeared in DirectX 3 with execute buffers as its display paradigm.
Hierarchical display lists are not provided by Direct3D, but Direct3D does provide storage for polygon vertices and vertex indices to avoid data copying.
www.xmission.com /~legalize/d3d-vs-opengl.html   (0 words)

  
  GameDev.net - An Overview of Direct3D
Direct3D constitutes one of the emerging APIs from Microsoft Corporation, for providing new software features to developers, so that new and existing features of the PC can be exploited much better than is possible presently.
Direct3D is available to the developer as an API, using which, applications utilizing 3D graphics can be developed much faster using a standard way.
Though we have said uptil now that Direct3D can be used to display 3D data and though it is possible to generate 3D data on the fly, it is very difficult and restrictive to store information of various complex models and scenes, typically used in 3D systems, directly inside the application.
www.gamedev.net /reference/articles/article1020.asp   (3791 words)

  
  Beginning Direct3D 10 Programming   (Site not responding. Last check: )
In Direct3D 9 this could be done quite simply by specifying the Flexible Vertex Format (FVF) discussed earlier, pointing Direct3D to the correct vertex buffer object and issuing a draw call.
The IA stage is a refinement on various pieces that existed for the programmable pipeline found in Direct3D 9, and is effectively the first part of the geometry pipeline.
There are many more aspects to both the Direct3D 9 and 10 uses for vertex buffers, the majority of these were dropped so as to keep this article short and to the point.
members.gamedev.net /jhoxley/directx/DirectX10/VertexBuffersinDirect3D10.htm   (2606 words)

  
 Direct3D 8 Tutorial #1
With Direct3D, you can create a program that allows the operator to dynamically adjust his position with respect to a 3D object, to zoom in and out, and to rotate the object about its central axis.
I decided to employ Direct3D 8, which is the version that ships as part of the Windows XP operating system.
My goal was to use Direct3D to display 20 radial slices through the Munsell color solid and to allow the operator to select an arbitrary rotation, tilt, and zoom factor from which to view this representation of the color solid.
www.computersciencelab.com /Direct3DTut1.htm   (1543 words)

  
 Direct3D at AllExperts
Direct3D is only available for Microsoft's various Windows operating systems (Windows 95 and above) and is the base for the graphics API on the Xbox and Xbox 360 console systems.
Direct3D is used to render three dimensional graphics in applications where performance is important, such as games.
Direct3D 10 will forego the current DirectX practice of using "capability bits" to indicate which features are active on the current hardware.
en.allexperts.com /e/d/di/direct3d.htm   (1067 words)

  
 [No title]
Direct3D, a major component of the DirectX Graphics subsystem, has evolved so rapidly in the last few years that the underlying programming paradigm has changed quite a bit from its origin.
The Direct3D pipeline should be viewed as a set of algorithms that operate on 3D geometric quantities, which in the case of Direct3D are predefined vertices and primitives.
The Direct3D tessellation stage is used to tessellate (convert to triangles) a fixed set of higher-order primitives that Direct3D predefines, which include triangle patches, rectangle patches, and N patches (although triangle patches remain the most common form of geometry).
msdn.microsoft.com /msdnmag/issues/03/07/DirectX90/default.aspx   (5321 words)

  
 What is Direct3D? 3D Graphics DirectX Multimedia Gaming Game   (Site not responding. Last check: )
Direct3D is a type of API called a hardware abstraction layer that stands between the application and the hardware that will display it.
Direct3D is the subset of DirectX that controls the drawing of 3D graphics.
When you use Direct3D to draw your 3D graphics, you don't have to worry about what type of video card it's going to be drawn on, you don't have to worry about any limitations of the video card; Direct3D seperates you from the hardware.
bugclub.org /beginners/multimedia/Direct3D.html   (320 words)

  
 Direct3D | English | Dictionary & Translation by Babylon
Direct3D is only available for Microsoft's various Windows operating systems (Windows 95 and above) and is the base for the graphics API on the Xbox and Xbox 360 console systems.
Direct3D is used to render three dimensional graphics in applications where performance is important, such as games.
Direct3D also allows applications to run fullscreen instead of embedded in a window, though they can still run in a window if programmed for that feature.
www.babylon.com /definition/Direct3D   (103 words)

  
 Direct3D FAQ
The Direct3D debug runtime clears the back buffer alternately green or purple so if you see these colours you must not be clearing it yourself.
There are two ways you can achieve this with Direct3D, the first is to render the second view to a texture and then render that texture onto a quad on the screen.
Direct3D has a function SetViewport that allows you to specify just a part of the screen to render to.
www.toymaker.info /Games/html/direct3d_faq.html   (3270 words)

  
 Dr. Dobb's | Scientific Visualization with Direct3D 8.0 | June 13, 2002
I have chosen isovalues to produce intersecting surfaces; I make the four blobs opaque blue in color and the ellipsoid translucent gray so that the portions of the blobs that are inside the ellipsoid show through the ellipsoid (Figure 1).
Direct3D uses the direction of normal vectors to determine the vertex’s orientation with respect to the incident light and the viewer when computing the color for each pixel in a triangle.
In this application, the direction of a vertex’s normal vector is given by the gradient of the isosurface at the vertex.
www.ddj.com /184416347?pgno=1   (3090 words)

  
 Direct3D - ArticleWorld   (Site not responding. Last check: )
While Direct3D is based on Microsoft's COM, while OpenGL is based on pure C, based on a finite state machine model.
Direct3D is therefore rather clumsy to use at times, although this may be put on the fact that it has a different purpose than OpenGL.
Direct3D is rather a hardware interface, while OpenGL is, first of all, a rendering library, which may or may not be hardware accelerated.
www.articleworld.org /index.php/Direct3D   (454 words)

  
 BYTE.com
Direct3D is more like OpenGL in that it provides drawing primitives, but not such basic objects as spheres, cylinders, or cones, as QD3D does.
Direct3D has been a long time coming, but it stands to exorcise all the hardware headaches that plague both 3-D programmers and game designers.
Direct3D should boast such impressive features as a high degree of hardware abstraction, and its animation features will be of use to game and multimedia programmers.
www.byte.com /art/9606/sec11/art4.htm   (2443 words)

  
 Unreal DirectX and Direct3D Downloads
To use Unreal's Direct3D support, you must have the latest Direct3D driver from your 3D hardware maker.
Because Unreal uses many new Direct3D features, many hardware makers had to update their drivers for Unreal to work.
The 'Use32BitZBuffer' switch in the advanced options, which is disabled by default, will force the use of a 32-bit Z buffer even in 16-bit color display modes.
unreal.epicgames.com /Direct3D.htm   (0 words)

  
 [gfm's direct3d zone] faq   (Site not responding. Last check: )
Direct3D is the subset of DirectX that controls the drawing of 3D graphics.
When you use Direct3D to draw your 3D graphics, you don't have to worry about what type of video card it's going to be drawn on, you don't have to worry about any limitations of the video card; Direct3D seperates you from the hardware.
In order to really understand (and appreciate) the power of Direct3D you must first have a thorough understanding of the C programming language, but you must also have a fundamental understanding of the mathematics behind computer graphics.
www.robertwrose.com /d3d/faq.html   (319 words)

  
 Direct3D Matrices
Direct3D requires 3 matrices to be set before 3D geometry can be rendered.
Direct3D uses a left handed system where X is right, Y up and Z in to the screen while OpenGL has X right, Y up and Z out of the screen.
There are three matrix used by Direct3D to transform your 3D models into the final 2D image you see on the screen.
www.toymaker.info /Games/html/matrices.html   (1581 words)

  
 Charlie Calvert's Notes for his Direct3D Talk
Direct3D retained mode is usually considered part of DirectMedia, so you want the DirectMedia SDK, but the DirectX SDK usually also has the headers.
In the Direct3D by default the Origin is at the bottom left corner of your screen.
In Direct3D, a face is a triangular area on a plane.
dn.codegear.com /article/10509   (2101 words)

  
 Active Worlds Help ~ Direct3D 8   (Site not responding. Last check: )
Direct3D mode can be enabled from the video settings dialog.
Note: there is a limitation in Direct3D 8 with the light command.
Direct3D 8 does not support more than eight light sources in effect at any one time.
www.activeworlds.com /help/aw36/direct3d8.html   (237 words)

  
 Eep² - Active Worlds Help: Direct3D Support
A RW Direct3D driver for AW is available, which provides better rendering performance and visual effects by using Direct3D and your 3D video card (depending on the card and if it even supports Direct3D—most do these days).
If you think your video card meets these requirements, and you would like to try the RW Direct3D driver with AW on your computer, first be sure you have DirectX installed, then download the RW Direct3D driver.
Keep in mind that just because a video card claims to support Direct3D, this does not necessarily mean that it provides the hardware acceleration features which RW requires to take full advantage of Direct3D.
www.tnlc.com /eep/aw/direct3d.html   (851 words)

  
 Taking Screenshots with Direct3D 8
In earlier versions of DirectX, one could use the GDI to easily convert the output of a Direct3D application to a device-independent bitmap, which could then be saved to a BMP file.
In Direct3D 8, it is no longer possible to retrieve a GDI device context for the front or back buffer surfaces.
In fact, Direct3D applications are usually not given any access to the front and back buffer surfaces--by default, the back buffer is not lockable and there is no way to retrieve a pointer to the front buffer interface.
www.geocities.com /foetsch/d3d8screenshot/d3d8screenshot.htm   (1586 words)

  
 The Direct3D Transformation Pipeline   (Site not responding. Last check: )
Direct3D uses three transformations to change your 3D model coordinates into pixel coordinates (screen space).
Although Direct3D matrices are not standard objects-they are not represented by a COM interface-you can create and set them just as you would any other Direct3D object.
Direct3D implementation assumes that the last column of this matrix is (0, 0, 0, 1).
msdn2.microsoft.com /en-us/library/bb206260.aspx   (800 words)

  
 MFC D3D Application - Direct3D Tutorial Part I - The Code Project - C++ / MFC
Managed Direct3D is an abstraction layer to unmanaged Direct3D, that for the most part, provides a one-to-one mapping of the unmanaged interfaces, structures, and enumerations to the managed classes, structures, and enumerations.
To be rigorous, in the Direct3D context, a surface represents a linear area of video memory, in practice, a rectangular portion of the video memory.
Direct3D methods to retrieve and store display modes; both methods take in a display format, (incidentally, an enhancement of Direct3D version 9.0), so we will pass them each of our application defined display formats.
www.codeproject.com /useritems/mfcd3d.asp?msg=1946275   (5534 words)

  
 Microsoft and 3D Graphics
It began to appear that Microsoft was using Direct3D to achieve market control and to limit innovation to areas that could not be used to challenge Microsoft, rather than to provide a technically superior product for its customers or to promote free competition between APIs.
Nevertheless, Direct3D is much more capable than it was a year ago, and its evolution is beginning to diverge from that of OpenGL.
Direct3D IM is the API that is currently most compatible with what we expect Fahrenheit LL to look like.
www.vcnet.com /bms/features/3d.html   (4283 words)

  
 Direct3DTutorialIndex   (Site not responding. Last check: )
The easiest way to achieve this in Direct3D is to use something called a Z-Buffer.
Meshes allow us to move beyond manipulating individual vertices to working with whole objects, and as such are a major part of Direct3D.
The Direct3D device can become lost due to a variety of events - screen savers kicking in, computers being locked, or machines going into standby.
pluralsight.com /wiki/default.aspx/Craig.DirectX/Direct3DTutorialIndex.html   (497 words)

  
 Building Direct3D Programs
There are four additional fg_ddsetup() flags used with Direct3D programs that control what type of 3D rendering a DirectX application will use, and if we will be using a Direct3D z-buffer.
The third call uses Direct3D hardware acceleration if available, then checks for Direct3D software rendering, and finally defaults to Fastgraph's 3D rendering if Direct3D is not available.
Fastgraph will only use Direct3D when drawing to the primary surface's back buffer (the back buffer is created in fg_vbinit() and uses virtual buffer handle 0).
www.fastgraph.com /help/building_Direct3D_programs.html   (667 words)

  
 Introduction to Direct3D with Code Example
This tutorial is specific to Direct3D 7, so you will need DirectX 7.0 or higher if you are planning to use what you learn here.
Direct3D has a job - to give programmers a common interface for all 3D devices.
You use it to control the states and parameters of Direct3D, and to send drawing commands to draw (usually) triangles.
www.freevbcode.com /ShowCode.Asp?ID=1883   (2181 words)

  
 Optimizing Dreamcast Microsoft Direct3D Performance
A game developer might think that Direct3D techniques would be the same, whether you're developing your game for the PC or for the Dreamcast.
In this case, the only way you can have Direct3D carry out the transformations is to split the triangle list into several smaller lists.
If the vertex data is misaligned, Direct3D has to copy the data to another memory block that is aligned to 32 bytes.
www.telecable.es /personales/ccs/docum/direct3d.htm   (3118 words)

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