20-Jun-2002 |
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NVIDIA Cg |
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Finally got DirectX part of NVIDIA Cg is up and running.
Download updated NVIDIA Cg convertion.
For reference how to use Cg in Delphi Direct3D applications look at
Cg Direct3D sample. This sample uses Pixel and
Vertex Shaders internally, so to see it in full mode you should either use DirectX8 compliant
video-adapter or switch to reference rasterizer under debug version of DirectX SDK.
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19-Jun-2002 |
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NVIDIA Cg |
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Once again updated NVIDIA Cg conversion. Now all Cg stuff is located on
NVIDIA Cg - Delphi and C++Builder toolkit page.
Today fixes include: corrected enum's size in headers to 4 bytes; removed array parameters from function
declarations; changed TcgGLMatrixFormat from enum to bunch of consts. Great thanks to
Eric Grange for these fixes.
...Still no DirectX part.
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17-Jun-2002 |
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NVIDIA Cg |
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Updated NVIDIA Cg conversion.
Fixed C++Builder compatibility issues in headers. Created special C++Builder package with needed
libraties and modified NVIDIA header file (cgGL.h). Fixed bugs in OpenGL runtime sample - now it's
working correctly. Still no DirectX part.
Go to download page.
Note: Current Beta version of Cg requires installation of NVIDIA Cg toolkit (available
here) - this is NVIDIA limitation.
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15-Jun-2002 |
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NVIDIA Cg |
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Posted beta version of NVIDIA Cg runtime interface adaptation to ObjectPascal.
Currently included headers to Cg core linking functions and OpenGL interface. Cg headers for
DirectX will be ready later.
Go to download page.
Note: Current Beta version of Cg requires installation of NVIDIA Cg toolkit (available
here) - this is NVIDIA limitation. Also Delphi Cg
OpenGL sample doesn't draw anything on screen - so it can be called only half working. I can't
verify what's wrong because original NVIDIA sample not working correctly too (at least on mine
computer).
Comment's are
welcome!
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12-Jun-2002 |
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Article |
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Posted article with description of CD3DApplication (part of MS SDK D3DFramework) initialization
process, hope this will make more easy to understand necessary steps to build applications based on it:
CD3DApplication Demystified
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10-Jun-2002 |
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DirectX SDK examples |
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Uploaded 3 new Direct3D samples which use VCL framework as application basis and render scene in
window inside a VCL from.
The VCLFog sample originally was
MFCFog - render fog with various parameters controlled by user with Windows GUI controls.
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The VCLPixelShader sample
originally was MFCPixelShader - shows how to compile and use pixel shaders. Various controls
are used to control the pixel shader used for the 3-D scene.
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The VCLTex sample
originally was MFCTex - allows user to setup texture pipeline - texture number, blending
modes. You can even copy/paste ObjectPascal code for selected mode. Various controls are used to
control the texture appearance.
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06-Jun-2002 |
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DirectX SDK examples |
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Uploaded 3 new Direct3D environment mapping samples:
CubeMap, FishEye, SphereMap from DirectX
8.1 SDK converted to ObjectPascal.
CubeMap and SphereMap samples in updated DirectX 8.1 version use D3DX effect files, created
from strings at runtime (opposed to effects created from files in
Water sample). More info can be found on
download page.
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30-May-2002 |
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DirectX SDK examples |
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Uploaded new Direct3D sample EnhancedMesh
from DirectX 8.1 SDK converted to ObjectPascal.
DirectX 8.1 version of sample adds support for 32-bit indices in meshes (allowing meshes to be
enhanced to over 65k vertices on non N-Patch compatible devices). More info can be found on
download page.
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29-May-2002 |
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DirectX examples |
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In addition to recently posted series of DirectX SDK bumpmapping samples today I present new
sample made by mine. It's DotProduct
Bumpmapped Font rendering class demo.
This sample requires DirectX 8.1 or higher.
Direct3D sample for DirectX 8.1 demostrating how to create and render
Dot product (Dot3) bumpmapped / modulated font. Font normal map generated
with D3DX8.1 function D3DXComputeNormalMap which itself requires height
map. So height map is generated from font bitmap by averaging intensivity
of 3x3 square of pixels.
Lighting is controlled by moving mouse cursor. Different blending modes can be switched at runtime.
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26-May-2002 |
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DirectX SDK |
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It's finally started! The DirectX 9 Beta1 download is now available for beta testers.
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20-May-2002 |
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DirectX SDK examples |
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Uploaded 2 new bumpmapping samples from
DirectX 8.1 SDK converted to ObjectPascal: BumpSelfshadow, BumpUnderwater. Now all seven samples
from BumpMapping folder in DirectX 8.1 SDK are converted to Delphi. More info about them can be
found on download page.
BumpSelfshadow sample is totally new sample, it's based on 2001 GDC lecture by Dan Baker and Chas
Boyd. Presentatin itself can be found
here.
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14-May-2002 |
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Direct3D / DirectShow examples |
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Updated yesterday DMOTexture3D sample.
Fixed ability to play initially interlaced video streams.
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13-May-2002 |
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Direct3D / DirectShow examples |
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Updated Direct3D / DirectShow fusion DMOTexture3D sample.
Sample shows how to implement DMO filter in Delphi and use this filter to pump data to Direct3D8
texture.
In addition to already rich set of demonstrated techniques
(read more) possibility to play any
DirectShow supported video files (including AVI, MPEG, DivX and all other) choosed from
FileLoad dialog was added.
Also filter implementation changed slightly, allowing to query any possible additional information
about video stream before assigning Direct3D device/texture with it. This addition was used to
change program window size to 2x of video stream just before Direct3D device creation.
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09-May-2002 |
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DirectX SDK examples |
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Uploaded 3 new bumpmapping samples from
DirectX 8.1 SDK converted to ObjectPascal: BumpWaves, DotProduct3 and Emboss. More info about them
can be found on download page.
BumpWaves sample in 8.1 version of SDK have vertex shader code path. This additional path allows
sample to run on hardware what doesn't support projected EMBM textures (like GeForce3 ;-]).
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02-May-2002 |
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DirectX SDK examples |
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Uploaded 2 new bumpmapping samples from
DirectX 8.1 SDK converted to ObjectPascal: BumpEarth and BumpLens. More info about them can be
found on download page. Both samples
had been changed internally since 8.0 version of DirectX.
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25-Apr-2002 |
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DirectX SDK examples |
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Uploaded new samples from DirectX 8.1 SDK converted to ObjectPascal:
DolphinVS and
Text3D. Both samples have been changed since
8.0 version of DirectX. DolphinVS sample changes are internal. In Text3D sample drawing of
extruded text mesh (with help of D3DXCreateText) was added with other changes in rendering
so sample looks very different from DirectX 8.0.
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16-Apr-2002 |
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DirectX SDK examples |
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Uploaded new samples from DirectX 8.1 SDK: Billboard and
ClipMirror. They are not so new, identical
samples was released in DirectX 8.0 SDK. This update just fixes some code formatting issues.
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11-Apr-2002 |
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DirectX examples |
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In previous sample (generating X-files inside your program)
"human face" is looking unnatural - like it's brushed out of stone. After some
investigation I've discovered what normals in this model were calculated against single
triangles and not smoothed over the face. Probably it was modeller intention, but I decided
to correct this.
So this sample shows how to use D3DXComputeNormals and D3DXWeldVertices
functions of D3DX8 library to process meshes. Picture on the right shows you (from left to right):
original mesh, mesh after D3DXComputeNormals and mesh after D3DXWeldVertices.
Sample allows you modify input parameters to processing functions in realtime, see
mesh statistics after processing, apply normal lighting or environment mapping on meshes,
visualize mesh normals (right "face" on picture) and save processed meshes to disk.
Sample comes in two compiled versions: against Direct3DX 8.0 and against Direct3DX 8.1.
So you can see difference between different versions (and it exists - DirectX 8.1 rocks).
Available:
Delphi version (C++Builder compilable) and
TMT pascal version.
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08-Apr-2002 |
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DirectX examples |
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Uploaded sample demonstrating how to fill ID3DXMesh object from D3DX8 helper classes with
your custom data and save final mesh to disk in either binary or text format.
As user data face_data.pas was taken, contained data in pascal arrays from
Jan Horm site. After generating files in current directory
sample loads generated text format x-file "FaceText.x" and display it on screen.
Available:
Delphi version (C++Builder compilable) and
TMT pascal version.
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04-Apr-2002 |
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DirectX SDK examples |
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Uploaded Samples D3DFramework for DirectX 8.1
(D3DFrame.zip). To demonstrate how to
use it I've also uploaded Tutorials for Direct3D
in DirectX 8.1 area. These tutorials have not changed at all since DirectX 8.0, but now I have
found some time to look inside them to correct source formatting and coding errors. D3DFramework
also got some fixes - mostly in "solidity" area. So I'll upload they versions for DirectX 8.0
silently in couple of days.
Note: Lighting sample perfectly works
in both DirectX 8.0 and 8.1 versions of headers / D3DFramework, so you can look inside it too.
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31-Mar-2002 |
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Delphi Direct3D headers |
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Posted updated headers for both DirectX 8.0 and
DirectX 8.1. This update fixes Borland C++Builder
compliance issues. Also TD3DXColor type in D3DX8.pas are now just alias to
TD3DColorValue type from Direct3D8/DirectXGraphics unit - so no more unnecessary
typecasting.
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26-Mar-2002 |
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Articles |
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I've posted step-by-step instruction how "inject" Delphi ObjectPascel DirectX code in
C++Builder DirectX projects:
Compiling fusion DirectX projects: Delphi/C++Builder.
It describe steps in building
Nitro Font renderer Delphi/C++Builder Fusion sample.
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24-Mar-2002 |
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Articles |
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New article:
How to compile MS DirectX 8.x SDK samples in C++Builder
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23-Mar-2002 |
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Server problems |
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Ups... i have problems with server for 2 days...
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21-Mar-2002 |
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Articles |
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I've posted renewed article:
"How to compile ObjectPascal DirectX examples"
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19-Mar-2002 |
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DirectX examples |
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I've posted two new samples (grouped in one zip archive). These
samples demonstrate usage of yet another DirectX font renderer.
Samples demonstrate rendering of bitmap font format originally introduced by Nitro in
FontStudio font editor
and demonstrated in
OpenGL FontTest application.
Pros of font format: image with alpha channel, letter positions are stored in font file
itself; cons: big file size, FontStudio generates monospace fonts.
As shown in right picture DirectX font renderer class can be used to repeat all features of original OpenGL demo.
Font renderer is realized as class with functionality equivalent to CD3DFont from MS DirectX SDK
samples, so in addition to Nitro way of rendering text you can also draw text scaled to window
dimentions, pure 2D font (with positions pointed in 2D viewport window) and "pure" 3D rendering.
This is demostrated in other sample - slightly modified Text3D sample from MS DirectX 8.0 SDK - shown on left.
There is another interesting side of example: it's posted for three compilers:
Delphi,
TMT pascal and
C++Builder. All samples come with full source and EXE's.
Delphi version include two samples shown in pictures and additionally can be compiled with C++Builder compiler.
TMT pascal equal to Delphi one, but can be compiled guess...in TMT pascal.
But C++Builder sample is unique: it demostrates usage of Delphi Direct3D code (TNitroFont class used by Delphi and TMT pascal)
in totally independant (from pascal) C++ code. This is possible due to usage of Borland compliant
Direct3D headers in ObjectPascal code. So once more Text3D sample from MS DirectX 8.0 SDK
was taken as an initial C++ code and modified to use TNitroFont object pascal class instead of CD3DFont
to render spinning text (left picture) - final result is quite good!
Note: If you ever wandered how to use memory mapped files - you may look in
NitroFnt.pas font loading routine.
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14-Mar-2002 |
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Delphi DirectX demo |
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This is the first time I refer to Delphi DirectX demo, but it was so cute...
As you can see at picture it's Rubic cube demo program/game, written by
Nikolaj Kovaltchuk. Currently it's closed source but free.
It includes library of most known positions, computer solver, good looking 3D view and it's written in
Delphi/Direct3D!
So while browsing pages above don't forget about
Delphi demo download (there is a link to ZIP download at the bottom of page).
Or hook at this direct download link
rubic.zip - 586Kb (exe + D3DX8 helper DLL).
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10-Mar-2002 |
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Utilities |
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I've posted links to two utilities in Delphi resources section.
These are CRLF converting utility and pascal preprocessor. In articles section you can find
description of pascal preprocessor.
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06-Mar-2002 |
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New site layout |
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These were hard days of updating / moving / reformatting site contents. But now you can see (as I hope)
more structured and easy to navigate site. New layout allows posting pictures in news, download areas,
so they will come.
Some more content is still to come, currently I'm planning to post two command line
utilities, rewritten articles about how to compile sources using DirectX library in Delphi/ C++Builder/
TMT pascal. So browse new site layout and notify me about broken links, etc.
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23-Feb-2002 |
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DirectX SDK examples |
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Fixed external dependencies in Delphi version of Lighting sample. Now it should compile against DirectX 8.0 version of D3DFramework library (D3DFrame.zip) and current Direct3D 8.0 headers.
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19-Feb-2002 |
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DirectX SDK examples |
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Uploaded new sample from DirectX 8.1 SDK althrow it compiles and runs just fine in 8.0 version.
It's "Lighting": Delphi version and
TMT pascal version.
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18-Feb-2002 |
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TMT pascal |
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New site section is up and running!!!
It's DirectX SDK resources for TMT pascal!
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14-Feb-2002 |
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Borland & .NET |
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Yesterday I forgot to mention what current DirectX 8.1 is not compatible with .NET even in MS products.
But DirectX 9 is promized to have special version for .NET family of languages.
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13-Feb-2002 |
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Borland & .NET |
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Borland Unveils Product Strategy for Microsoft .NET Platform:
Yahoo Press Release;
Borland NET homepage.
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29-Jan-2002 |
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Direct Show examples |
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Posted updated DMOTexture3D example. This example demonstrates usage of DirectShow with Direct3D8, DMO filter realization in Delphi and 2D/3D transition effects with help of destination alpha. More info on download page.
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19-Jan-2002 |
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Delphi Direct3D headers |
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Posted updated headers for both DirectX 8.0 and
DirectX 8.1. Updated D3DX8 - fixed UNICODE (WideChar)
versions of some functions, list below. In 8.0: D3DXCompileEffectFromFile. In 8.1:
D3DXCreateEffectFromFile/Resource, D3DXGetImageInfoFromFile/Resource, D3DXSaveSurfaceToFile,
D3DXLoadVolumeFromFile/Resource, D3DXSaveVolumeToFile.
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13-Jan-2002 |
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Delphi Direct3D headers |
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Posted updated headers for both DirectX 8.0 and DirectX 8.1. Now, as promised, debug version of D3DX8 links directly to library provided by Microsoft. So as side effect you are reqired to have debug version of DirectX8 SDK installed to be able to run agains Debug version of D3DX (but this is right thing anyway). Also in this release fixed "D3DXSaveVolumeToFile" function in D3DX 8.1.
Note: to use debug versions you should define "DEBUG" conditional system in project properties and rebuid agains headers from "JEDI" directory.
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08-Jan-2002 |
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C++Builder DirectX libraries |
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Uploaded C++Builder LIB's for DirectX 8.1
and updated C++Builder LIB's for DirectX 8.0b.
These libraries need to compile Direct3D code in C++Builder as LIB files provided by MS have incompatible format. With this revision I've changed naming scheme for D3DX8 libs - now they are named just like MS ones - d3dx8.lib and d3dx8d.lib. For compatibility reasons d3dx8ab.lib and d3dx8abD.lib are also provided. Now debug version of D3DX8 (d3dx8d.lib) are references directly to debug DLL provided by Microsoft not to proxy D3DX8abD.dll. Soon to be released new version of D3DX8 headers for Delphi will stop using this proxy dll too. So I hope some confusion, like including both DLL's (retail and debug) with release code, will finish soon.
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06-Jan-2002 |
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TMT pascal |
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Announcement. I'm proud to announce what TMT Pascal compiler version 4.0 out in december 2001 supports DirectX (up to 8.0) through JEDI based headers.
Since I've taken direct partipiation in prepare of TMT Pascal DirectX package - sometime you can see DirectX 8.1 update to TMT Pascal on this site.
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