Updated Xbox D3D drawing via NV2A Kelvin (markdown)
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Xbox D3D Drawing is performed via 4 Draw*Vertices* API's (and a few other cases, described below);
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Xbox D3D Drawing is performed via 4 Draw\*Vertices\* API's (and a few other cases, described below);
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All 4 Draw*Vertices* API's have the two arguments (D3DPRIMITIVETYPE PrimitiveType, UINT VertexCount). Additionally:
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* One API has a StartVertex argument
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@ -27,7 +27,7 @@ The order vertices are drawn in, is either:
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(In the rest of this text, the "D3DDevice_" prefix is sometimes left out for terseness.)
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Xbox also supports immediate drawing, using one D3DDevice_BeginPush call, a D3DDevice_SetVertexData* call per vertex and one D3DDevice_EndPush API call.
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Xbox also supports immediate drawing, using one D3DDevice_BeginPush call, a D3DDevice_SetVertexData\* call per vertex and one D3DDevice_EndPush API call.
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Similar to the other Xbox D3D API's, these API's "push" commands and data towards the Xbox GPU (called NV2A) to perform drawing.
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( As an optimization, most of these "push buffer commands" generated by Xbox D3D API's can be recorded and replayed back to the NV2A.
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@ -73,7 +73,7 @@ D3DDevice_DrawIndexedVerticesUP
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Xbox also supports two derived Draw API's :
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1. D3DDevice_DrawTriPatch
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2. D3DDevice_DrawRectPatch
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Which get converted into push buffer commands, comparable to the Draw*Vertices* API's.
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Which get converted into push buffer commands, comparable to the Draw\*Vertices\* API's.
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On Xbox, the D3DDevice_SetIndices API is also available, mostly as compatibility with Windows Direct3D 8;
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