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3D Integration?

PostPosted: Feb 25, 2003 @ 3:05pm
by jakal

PostPosted: Feb 25, 2003 @ 3:55pm
by ppcStudios

PostPosted: Feb 25, 2003 @ 5:36pm
by jakal
Ok, thanks. Now what about the fact that GapiDraw takes over the screen? Is is possible to create an OpenGL RC on the DC of the app, without interfering with what GapiDraw is doing?

Note: For the most part, this is only going to apply to standalone PC's (until PPC's can maintain the performance that is ^_~)

PostPosted: Feb 25, 2003 @ 6:10pm
by efortier
I was working on the PocketPC port of TinyGL with some other people, which you may find in the general developer forum on PocketMatrix. My job was to convert the whole thing to fixed point math.

I had to put that on hold as I have more pressing projects in the work, but the other guy working on this was really good and I wouldn't be surprised if he had some success as of now. I don't know if he has a web site however.

As a technical sidenote, for those that care, we had two seperate approach to the conversion. His was to rewrite plenty of stuff using integer, mine was to first convert the whole thing to C++ (it was in plain C), then create a full featured FixedPoint class.

My approach was to get results as soon as possible, include support for GapiDraw, and then optimize.

This is what I started and I still think it can be done, but I don't have much time to work on it for the moment.

When I stopped working on this he had converter the whole rasterizer to fixed point math, so maybe he has a working version by now.

I think something more like OpenGL would be a good alternative since it would be free and open source.

--Eric

PostPosted: Feb 25, 2003 @ 7:44pm
by InexorableTash
Speaking of 3D layers...

I haven't had any time to work on my "Gapi3D" layer atop GapiDraw for a few months now, and rather than letting the project go stale I'm willing to donate it - lock, stock & barrel - to one or two people who could finish it up and release it with a license similar to GapiDraw.

If you're interested, *and* can commit the time and resources, please email me at: inexorabletash@hotmail.com

Current features:
- Runs on top of GapiDraw
- API similarity to DirectX 7
- Fixed point math used throughout
- Full Transform & Lighting pipeline
- Point and Directional lights
- Specular, diffuse, ambient and emissive lighting
- Materials
- Textures (single pass) with wrap/clamp/border/mirror modes
- Texture Blend modes
- Z-buffer
- Chroma-key transparency
- A gazillion render states
- Primitives: Triangle list, strip and fans
- Flexible vertex format, allowing for per-vertex colors

To-Do List:
- True frustrum clipping
- Support for line and point primitives, plus wireframe mode
- Support CGapiSurface as texture
- Perf optimizations to render core (16->32 bit mem access)
- Fog
- Alpha transparency
- Pull it into a DLL

PostPosted: Feb 26, 2003 @ 3:49am
by efortier
Wow, it seems you have a pretty good fondation! Do you have any compiled demo? I'm curious to see what you got working so far.

--Eric

PostPosted: Feb 26, 2003 @ 6:45am
by InexorableTash

PostPosted: Feb 27, 2003 @ 2:56am
by jakal

PostPosted: Feb 27, 2003 @ 8:33am
by InexorableTash