Hi,
everyone with a CLE266 can play with TextureTriangles() now.
Would be cool to have some nice demo apps ;)
----- Forwarded message from Denis Oliver Kropp via CVS <[EMAIL PROTECTED]> -----
To: [EMAIL PROTECTED]
From: Denis Oliver Kropp via CVS <[EMAIL PROTECTED]>
Subject: [directfb-cvs] DirectFB
Date: Thu, 08 Jan 2004 20:49:56 +0100
Reply-to: [EMAIL PROTECTED]
CVSROOT: /cvs/directfb
Module name: DirectFB
Changes by: dok 20040108 20:49:56
Modified files:
gfxdrivers/cle266: uc_accel.c uc_accel.h uc_state.c unichrome.c
gfxdrivers/matrox: matrox.c matrox.h
include : directfb.h
src/core : gfxcard.c gfxcard.h
src/display : idirectfbsurface.c
Log message:
Added IDirectFBSurface::TextureTriangles() which takes a source surface
as the texture, a pointer to a DFBVertex array, the array size and the
DFBTriangleFormation which can be DTTF_LIST, DTTF_STRIP or DTTF_FAN.
Each DFBVertex contains transformed x, y, z, w, s and t coordinates
using some fixed point integers.
The set blitting flags are used.
Implemented textured triangles for CLE266 (only DTTF_FAN yet).
Started a Matrox implementation, but don't know how to calculate
perspective coordinates for the trapezoids (s, t and q).
The added code is very small, but applications can now render full
3D scenes with alpha blending, color modulation (for lighting) etc. ;)
But be aware of the missing Z buffer...
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Best regards,
Denis Oliver Kropp
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| DirectFB - Hardware accelerated graphics |
| http://www.directfb.org/ |
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