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Release Notes for X11R6.8.2 the X.Orgfoundation the Xfree86 Project, Inc
Release Notes for X11R6.8.2 The X.OrgFoundation The XFree86 Project, Inc. 9February 2005 Abstract These release notes contains information about features and their status in the X.Org Foundation X11R6.8.2 release. It is based on the XFree86 4.4RC2 RELNOTES docu- ment published by The XFree86™ Project, Inc. Thereare significant updates and dif- ferences in the X.Orgrelease as noted below. 1. Introduction to the X11R6.8.2 Release The release numbering is based on the original MIT X numbering system. X11refers to the ver- sion of the network protocol that the X Window system is based on: Version 11was first released in 1988 and has been stable for 15 years, with only upwardcompatible additions to the coreX protocol, a recordofstability envied in computing. Formal releases of X started with X version 9 from MIT;the first commercial X products werebased on X version 10. The MIT X Consortium and its successors, the X Consortium, the Open Group X Project Team, and the X.OrgGroup released versions X11R3 through X11R6.6, beforethe founding of the X.OrgFoundation. Therewill be futuremaintenance releases in the X11R6.8.x series. However,efforts arewell underway to split the X distribution into its modular components to allow for easier maintenance and independent updates. We expect a transitional period while both X11R6.8 releases arebeing fielded and the modular release completed and deployed while both will be available as different consumers of X technology have different constraints on deployment. Wehave not yet decided how the modular X releases will be numbered. We encourage you to submit bug fixes and enhancements to bugzilla.freedesktop.orgusing the xorgproduct, and discussions on this server take place on <[email protected]>. -
GPU Developments 2018
GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR. -
3Dnow! Technology in Microsoft Directx
AMD WHITE PAPER ™ 3DNow! Technology in Microsoft DirectX 6.0 Delivering Leading-Edge 3D Graphics Performance for the New Era of Realistic Computing ADVANCED MICRO DEVICES, INC. One AMD Place Sunnyvale, CA 94088 Contact: Dale Weisman Public Relations (512) 602-5820 Anne Camden Public Relations (512) 602-2120 Page 1 52588A May 28, 1998 AMD WHITE PAPER Overview This white paper explains how 3DNow!™ technology improves upon the mature x86 instruction set (now more than 20 years old) to provide PC users with a richer, 3D-enhanced computing experience. The benefits of 3DNow! technology can be achieved with minimal impact on existing and emerging x86 software thanks to the support of an industry standard: the DirectX application programming interface (API). This paper provides an overview of DirectX, a review of the graphics pipeline and how it is enhanced by 3DNow! technology, and a summary of how the 3DNow! instruction set is used in different software layers, as well as the impact of the new 3D instructions on each layer. Introduction: What is DirectX Technology? The DirectX API is a group of technologies designed by Microsoft to make Windows® based computers an ideal platform for running and displaying applications rich in multimedia elements, such as full-color graphics, video, 3D animation, and surround sound. Built directly into the Microsoft® Windows family of operating systems, DirectX is an integral part of the Windows 95/98 and Windows NT® 5.0 operating systems, as well as Internet Explorer 4.0. DirectX components may also be automatically installed on a PC by advanced multimedia games and applications written for the Windows 95 operating system. -
It's Meant to Be Played
Issue 10 $3.99 (where sold) THE WAY It’s meant to be played Ultimate PC Gaming with GeForce All the best holiday games with the power of NVIDIA Far Cry’s creators outclass its already jaw-dropping technology Battlefi eld 2142 with an epic new sci-fi battle World of Warcraft: Company of Heroes Warhammer: The Burning Crusade Mark of Chaos THE NEWS Notebooks are set to transform Welcome... PC gaming Welcome to the 10th issue of The Way It’s Meant To Be Played, the he latest must-have gaming system is… T magazine dedicated to the very best in a notebook PC. Until recently considered mainly PC gaming. In this issue, we showcase a means for working on the move or for portable 30 games, all participants in NVIDIA’s presentations, laptops complete with dedicated graphic The Way It’s Meant To Be Played processing units (GPUs) such as the NVIDIA® GeForce® program. In this program, NVIDIA’s Go 7 series are making a real impact in the gaming world. Latest thing: Laptops developer technology engineers work complete with dedicated The advantages are obvious – gamers need no longer be graphic processing units with development teams to get the are making an impact in very best graphics and effects into tied to their desktop set-up. the gaming world. their new titles. The games are then The new NVIDIA® GeForce® Go 7900 notebook rigorously tested by three different labs GPUs are designed for extreme HD gaming, and gaming at NVIDIA for compatibility, stability, and hardware specialists such as Alienware and Asus have performance to ensure that any game seen the potential of the portable platform. -
Rredline™ Programming Guide
RENDITION . 1675 North Shoreline Blvd. Mountain View, CA 94043 650-335-5900 . http://www.rendition.com . .Rendition. .......... RRedline™ Programming Guide Guide to the RRedline HAL for Vérité™ Graphics Rendering RRedline Programming Guide GETTING STARTED 4 WHAT IS THE VÉRITÉ? 4 WHAT IS RREDLINE? 4 SUPPORTED PLATFORMS 4 SUPPORTED COMPILERS 5 VERITE VS. REDLINE 5 THE BUILD ENVIRONMENT 6 BUG REPORTING 6 TRADEMARKS 6 HELLO TRIANGLE 7 SOME BOOKKEEPING 7 WRITING ERROR HANDLERS8 INITIALIZING RREDLINE 10 Creating the Command Buffers 11 Surfaces 13 Other Data Structures 16 Specifying the Source Function 16 UTILITIES 16 Issuing the Command Buffer 17 Issuing the Command Buffer 17 Page Flipping 18 Clearing the Back Buffer 19 RENDERING THE TRIANGLE20 Choosing a Vertex Type20 Drawing Triangles 23 SHUTTING DOWN THE VÉRITÉ 24 MODIFICATIONS TO HELLO TRIANGLE 26 MODIFICATION ONE: SWITCHING BETWEEN FULL SCREEN MODE AND WINDOWED MODE 27 PAGE FLIPPING IN A WINDOW 27 INITIALIZING BUFFERS FOR A WINDOWED APPLICATION 28 DISPLAY SWITCHING ROUTINE 30 DE-ACTIVATING AND RE-ACTIVATING THE APPLICATION 31 MODIFICATION TWO: DRAWING A TEXTURE MAPPED TRIANGLE 34 CREATING AND LOADING THE TEXTURES 34 FILTERING THE TEXTURES36 SETTING THE SOURCE FUNCTION 37 RENDERING THE TRIANGLE38 FREEING THE TEXTURES 40 RESTORING THE TEXTURES AND PIXEL ENGINE STATE 41 MODIFICATION THREE: Z BUFFERING AND PERSPECTIVE CORRECTION 42 CREATING AND USING A Z-BUFFER 42 CLEARING THE Z-BUFFER 43 RENDERING THE TRIANGLE43 MODIFICATION FOUR: ALPHA BLENDING -
John Carmack Archive - .Plan (1998)
John Carmack Archive - .plan (1998) http://www.team5150.com/~andrew/carmack March 18, 2007 Contents 1 January 5 1.1 Some of the things I have changed recently (Jan 01, 1998) . 5 1.2 Jan 02, 1998 ............................ 6 1.3 New stuff fixed (Jan 03, 1998) ................. 7 1.4 Version 3.10 patch is now out. (Jan 04, 1998) ......... 8 1.5 Jan 09, 1998 ............................ 9 1.6 I AM GOING OUT OF TOWN NEXT WEEK, DON’T SEND ME ANY MAIL! (Jan 11, 1998) ................. 10 2 February 12 2.1 Ok, I’m overdue for an update. (Feb 04, 1998) ........ 12 2.2 Just got back from the Q2 wrap party in vegas that Activi- sion threw for us. (Feb 09, 1998) ................ 14 2.3 Feb 12, 1998 ........................... 15 2.4 8 mb or 12 mb voodoo 2? (Feb 16, 1998) ........... 19 2.5 I just read the Wired article about all the Doom spawn. (Feb 17, 1998) .......................... 20 2.6 Feb 22, 1998 ........................... 21 1 John Carmack Archive 2 .plan 1998 3 March 22 3.1 American McGee has been let go from Id. (Mar 12, 1998) . 22 3.2 The Old Plan (Mar 13, 1998) .................. 22 3.3 Mar 20, 1998 ........................... 25 3.4 I just shut down the last of the NEXTSTEP systems running at id. (Mar 21, 1998) ....................... 26 3.5 Mar 26, 1998 ........................... 28 4 April 30 4.1 Drag strip day! (Apr 02, 1998) ................. 30 4.2 Things are progressing reasonably well on the Quake 3 en- gine. (Apr 08, 1998) ....................... 31 4.3 Apr 16, 1998 .......................... -
4010, 237 8514, 226 80486, 280 82786, 227, 280 a AA. See Anti-Aliasing (AA) Abacus, 16 Accelerated Graphics Port (AGP), 219 Acce
Index 4010, 237 AIB. See Add-in board (AIB) 8514, 226 Air traffic control system, 303 80486, 280 Akeley, Kurt, 242 82786, 227, 280 Akkadian, 16 Algebra, 26 Alias Research, 169 Alienware, 186 A Alioscopy, 389 AA. See Anti-aliasing (AA) All-In-One computer, 352 Abacus, 16 All-points addressable (APA), 221 Accelerated Graphics Port (AGP), 219 Alpha channel, 328 AccelGraphics, 166, 273 Alpha Processor, 164 Accel-KKR, 170 ALT-256, 223 ACM. See Association for Computing Altair 680b, 181 Machinery (ACM) Alto, 158 Acorn, 156 AMD, 232, 257, 277, 410, 411 ACRTC. See Advanced CRT Controller AMD 2901 bit-slice, 318 (ACRTC) American national Standards Institute (ANSI), ACS, 158 239 Action Graphics, 164, 273 Anaglyph, 376 Acumos, 253 Anaglyph glasses, 385 A.D., 15 Analog computer, 140 Adage, 315 Anamorphic distortion, 377 Adage AGT-30, 317 Anatomic and Symbolic Mapper Engine Adams Associates, 102 (ASME), 110 Adams, Charles W., 81, 148 Anderson, Bob, 321 Add-in board (AIB), 217, 363 AN/FSQ-7, 302 Additive color, 328 Anisotropic filtering (AF), 65 Adobe, 280 ANSI. See American national Standards Adobe RGB, 328 Institute (ANSI) Advanced CRT Controller (ACRTC), 226 Anti-aliasing (AA), 63 Advanced Remote Display Station (ARDS), ANTIC graphics co-processor, 279 322 Antikythera device, 127 Advanced Visual Systems (AVS), 164 APA. See All-points addressable (APA) AED 512, 333 Apalatequi, 42 AF. See Anisotropic filtering (AF) Aperture grille, 326 AGP. See Accelerated Graphics Port (AGP) API. See Application program interface Ahiska, Yavuz, 260 standard (API) AI. -
Troubleshooting Guide Table of Contents -1- General Information
Troubleshooting Guide This troubleshooting guide will provide you with information about Star Wars®: Episode I Battle for Naboo™. You will find solutions to problems that were encountered while running this program in the Windows 95, 98, 2000 and Millennium Edition (ME) Operating Systems. Table of Contents 1. General Information 2. General Troubleshooting 3. Installation 4. Performance 5. Video Issues 6. Sound Issues 7. CD-ROM Drive Issues 8. Controller Device Issues 9. DirectX Setup 10. How to Contact LucasArts 11. Web Sites -1- General Information DISCLAIMER This troubleshooting guide reflects LucasArts’ best efforts to account for and attempt to solve 6 problems that you may encounter while playing the Battle for Naboo computer video game. LucasArts makes no representation or warranty about the accuracy of the information provided in this troubleshooting guide, what may result or not result from following the suggestions contained in this troubleshooting guide or your success in solving the problems that are causing you to consult this troubleshooting guide. Your decision to follow the suggestions contained in this troubleshooting guide is entirely at your own risk and subject to the specific terms and legal disclaimers stated below and set forth in the Software License and Limited Warranty to which you previously agreed to be bound. This troubleshooting guide also contains reference to third parties and/or third party web sites. The third party web sites are not under the control of LucasArts and LucasArts is not responsible for the contents of any third party web site referenced in this troubleshooting guide or in any other materials provided by LucasArts with the Battle for Naboo computer video game, including without limitation any link contained in a third party web site, or any changes or updates to a third party web site. -
December/January 1996
december/january 1996 GAME DEVELOPER MAGAZINE GGAMEAEM GAME PLAN Spare a Quarter for Microsoft? Editor Alex Dunne irst, it conquered the desktop. of the game. This kind of work could be [email protected] Then it set its sights on the done by one or two developers familiar Managing Editor Tor Berg [email protected] Internet. Now Microsoft is tar- with the game engine, and perhaps a spe- Editorial Assistant Chris Minnick geting the arcade? That’s right. cialist in coin-op development. Market- [email protected] Microsoft is launching an ini- ing doesn’t take a very big bite out of Contributing Editors Larry O’Brien tiative to make Windows the your budget in the coin-op world, so [email protected] operating system for the next you’d save some money on that front. All Chris Hecker [email protected] generation of coin-op games. in all, you’re not looking at a tremendous David Sieks FUnveiled at Microsoft’s recent Judge- outlay to port a game to coin-op using [email protected] ment Day event (its second annual Win- Microsoft’s model. Web Site Manager Phil Keppeler dows 95 games showcase), the initiative That begs the question: What kind [email protected] is still in its early stages, but could turn of cash could you expect from a coin-op Cover Photography Carter Dow Photography the coin-op industry on its ear if it gains port of a Windows-based game? 4th enough momentum. Wave, a market research firm, worked up Publisher Veronica Costanza Basically the plan goes like this: A some numbers in an attempt to answer Group Director Katie Brennan number of hardware companies would that. -
As of Directx 8, Directdraw (2D) and Direct3d (3D) Have Been Combined
GAM666 – Introduction To Game Programming Basic 3D Using DirectX 9 ● As of DirectX 8, DirectDraw (2D) and Direct3D (3D) have been combined into DirectX Graphics (still often called Direct3D, however) ● DirectX Graphics includes a library of 3D math helper functions, d3dx9math.h, the use of which is entirely optional but has gained wide acceptance GAM666 – Introduction To Game Programming Basic 3D Using DirectX 9 DirectX 9 COM Object Pointers: ● LPDIRECT3D9 – main Direct3D control object used to create others ● LPDIRECT3DDEVICE9 – device onto which 3D is rendered ● LPDIRECT3DVERTEXBUFFER9 – list of vertices describing a shape to be rendered ● LP3DXFONT – font for rendering text onto a 3D scene GAM666 – Introduction To Game Programming Basic 3D Using DirectX 9 Basic frame rendering logic: ● Clear the display target's backbuffer using Direct3DDevice Clear() ● Call Direct3DDevice BeginScene() ● Render primitives [shapes] using Direct3DDevice DrawPrimitive() and text using Direct3DXFont DrawText() ● Call Direct3DDevice EndScene() ● Flip backbuffer to screen with Direct3DDevice Present() GAM666 – Introduction To Game Programming 3D Setup ● Direct3DCreate9() to create Direct3D object ● Enumeration in DirectX Graphics is easier than in DirectDraw7 (no enumeration callback function needs to be supplied, rather call a query function in your own loop) ● Direct3D CreateDevice() to create Direct3DDevice ● Direct3DDevice CreateVertexBuffer() to allocate vertex buffers ● D3DXCreateFont() to make 3D font GAM666 – Introduction To Game Programming Critical -
High Performance Visualization Through Graphics Hardware and Integration Issues in an Electric Power Grid Computer-Aided-Design Application
UNIVERSITY OF A CORUÑA FACULTY OF INFORMATICS Department of Computer Science Ph.D. Thesis High performance visualization through graphics hardware and integration issues in an electric power grid Computer-Aided-Design application Author: Javier Novo Rodríguez Advisors: Elena Hernández Pereira Mariano Cabrero Canosa A Coruña, June, 2015 August 27, 2015 UNIVERSITY OF A CORUÑA FACULTY OF INFORMATICS Campus de Elviña s/n 15071 - A Coruña (Spain) Copyright notice: No part of this publication may be reproduced, stored in a re- trieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording and/or other- wise without the prior permission of the authors. Acknowledgements I would like to thank Gas Natural Fenosa, particularly Ignacio Manotas, for their long term commitment to the University of A Coru˜na. This research is a result of their funding during almost five years through which they carefully balanced business-driven objectives with the freedom to pursue more academic goals. I would also like to express my most profound gratitude to my thesis advisors, Elena Hern´andez and Mariano Cabrero. Elena has also done an incredible job being the lead coordinator of this collaboration between Gas Natural Fenosa and the University of A Coru˜na. I regard them as friends, just like my other colleagues at LIDIA, with whom I have spent so many great moments. Thank you all for that. Last but not least, I must also thank my family – to whom I owe everything – and friends. I have been unbelievably lucky to meet so many awesome people in my life; every single one of them is part of who I am and contributes to whatever I may achieve. -
Advanced 3D Game Programming with Directx 10.0 / by Peter Walsh
Advanced 3D Game Programming with DirectX® 10.0 Peter Walsh Wordware Publishing, Inc. Library of Congress Cataloging-in-Publication Data Walsh, Peter, 1980- Advanced 3D game programming with DirectX 10.0 / by Peter Walsh. p. cm. Includes index. ISBN 10: 1-59822-054-3 ISBN 13: 978-1-59822-054-4 1. Computer games--Programming. 2. DirectX. I. Title. QA76.76.C672W3823 2007 794.8'1526--dc22 2007041625 © 2008, Wordware Publishing, Inc. All Rights Reserved 1100 Summit Avenue, Suite 102 Plano, Texas 75074 No part of this book may be reproduced in any form or by any means without permission in writing from Wordware Publishing, Inc. Printed in the United States of America ISBN 10: 1-59822-054-3 ISBN 13: 978-1-59822-054-4 10987654321 0712 DirectX is a registered trademark of Microsoft Corporation in the United States and/or other counties. Other brand names and product names mentioned in this book are trademarks or service marks of their respective companies. Any omission or misuse (of any kind) of service marks or trademarks should not be regarded as intent to infringe on the property of others. The publisher recognizes and respects all marks used by companies, manufacturers, and developers as a means to distinguish their products. This book is sold as is, without warranty of any kind, either express or implied, respecting the contents of this book and any disks or programs that may accompany it, including but not limited to implied warranties for the book’s quality,performance, merchantability,or fitness for any particular purpose. Neither Wordware Publishing, Inc.