|
This is a set of "intro systems" or, being more accurate, a set of 1k and 4k intro examples, ready to be used. It contains one example for each
of the most typical intro scenarios: hardware acceleration, software rendering (pure pixel based), and shader based rendering (no polygons). This
code has been build by collecting ideas from many people (like Auld), places (like in4k),
and some custum testings and experimentation. Content: For regular hadware acceleration, both OpenGL and Directx 9.1 examples are available as 4k base intros. There is also three examples for non polygon based hardware acceleration, where rendering is based on a shader. You can find there code to use shaders that you might want to copy to the polygon based examples. Lastly, there is a softare rendering example where a framebuffer is copied to the window. It can very easily be adapted for the "4k procedural graphics" competition. Using it: Each project has two configurations, Debug and Release. On the Debug one there is no size optimizations, there is more error checks and you can put breakpoints and all that cool stuff. The Release configurations use a lighter startup code, optimice the code and link with Crinkler. Most projects contain a config.h where you can do some basic setup for the intro, like the screen resolution. Compiling: You just need VC2005. Support for VC6 is almost finished. Linux support (non SDL) is already taken into account and will quickly be added (for the non Directx variations). Download: Click here to get the last update (26/03/2008) [d3d startup optimized - thx Blueberry]. (previous versions was released 28/02/2008) [crinkler removed, code cleaned - thx Auld] (previous versions was released 23/01/2008) [first version] You will also need to download Crinkler by Mentor and Blueberry, that's the real magic here :) Once you downlaod it, rename it to link.exe and put next to the project file (the .sln).
|