--- Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Hello, > I think I got the DrawIndexedPrimitiveVB going now(my tracing suggests this), > and now I've hit ProcessVertices(). As someone mentioned allready, this is a > complex call, and it isn't implemented in DX7, DX8 or WineD3D. > > This call does some Vertex Transformation, and depending on the App's > requests, Lightning and other things. This is some math thing that is done in > Software(According to msdn). On DX8 and DX9 this call is slightly different, > and it looks like vertex shaders come into play. > > Does anyone know any free library which implements something like this, or > any > internet sources on the math behind this? I haven't found anything useable > with google. If I can't find anything, I'll have a look in my university's > library.
It may be possible to use the feedback buffer and get OpenGL to do all the work http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/glfunc02_3m42.asp. The majority of the math is fairly simple matrix transforms, OpenGL extensions usually have all the math required. http://oss.sgi.com/projects/ogl-sample/registry/ > > One other Question: How slow is DrawStridedSlow? WineD3D uses it because of > the diffuse ans specular colors. Currently I get only one useable vertex into > DrawIndexedPrimitiveVB from ProcessVertices, the other 5 to draw have their > values zeroed. Without drawing anything I get 70 fps(screen refresh rate, > expected), with the 6 Vertices I get 1.5 fps. Is this normal for > DrawStridedSlow()? Might this be because of drawing 2 triangles with useless > vertices? Or might something else be wrong? 1.5fps seems very slow, even for DrawStridedSlow but DrawStridedSlow will be superseded as soon as the colour fixups are in place. Oliver.. > > Stefan > ___________________________________________________________ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com