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New Features for D3D8
[3.3]

Hardware point sprites for the new Particle System

The RenderWare Graphics PC implementation make can make use of hardware point sprites (where available on the graphics hardware) for optimal performance of the new RenderWare Graphics Particle System.

Using multi-texturing for Lightmaps

The RenderWare Graphics PC implementation of lightmaps uses D3D8 multi-texturing to typically render the material and lightmap in a single pass.

Multisampling

Multisampling is now supported on RenderWare Graphics for D3D8 so full scene anti-aliasing can now be enabled.

Improved vertex cache for triangle lists

Provides increased performance for T&L enabled graphics cards.

Faster real-time light caching system

An enhancement to the RenderWare Graphics PC D3D8 pipelines that provides increased performance when using real-time lights.

Support for DirectX8.1

During this RenderWare Graphics release, DirectX 8.1 is now supported in RenderWare Graphics. In this release we haven't introduced support for any of the additional features in DirectX 8.1 over and above DirectX 8.0, but kept the current level of functionality as we wish to maintain alignment with the Xbox. Developers can, of course, extend our D3D8 implementation to support any of the new features they wish to use.

DirectX 8.1

DirectX 8.1 is now supported.

New PC Functions

RpD3D8LightSetAttenuationParams RpD3D8LightGetAttenuationParams RwD3D8RasterIsCompressed RwD3D8EngineSetRefreshRate RwD3D8EngineSetMultiSamplingLevels RwD3D8EngineGetMaxMultiSamplingLevels RxD3D8AllInOneSetReinstanceCallBack RxD3D8AllInOneGetReinstanceCallBack
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