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...



-- 
Info:  To unsubscribe send a mail to [EMAIL PROTECTED] with 
"unsubscribe directfb-cvs" as subject.

----- End forwarded message -----

-- 
Best regards,
  Denis Oliver Kropp

.------------------------------------------.
| DirectFB - Hardware accelerated graphics |
| http://www.directfb.org/                 |
"------------------------------------------"

                            Convergence GmbH


-- 
Info: To unsubscribe send a mail to [EMAIL PROTECTED] with 
"unsubscribe directfb-users" as subject.

Reply via email to