Direct3D Retained Mode Steve Lacey Development Lead Team Direct Microsoft PowerPoint PPT Presentation

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Title: Direct3D Retained Mode Steve Lacey Development Lead Team Direct Microsoft


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Direct3D Retained ModeSteve LaceyDevelopment
LeadTeam DirectMicrosoft
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Direct3D Retained ModeAgenda
  • New features
  • New APIs
  • Progressive Mesh
  • Tips and tricks

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Direct3D Retained ModeNew features
  • Interpolator interface
  • Allows animation of applicable APIs
  • Check out morph sample
  • Progressive Mesh object
  • Real time continuous level of detail control
  • Progressive download
  • New load support
  • Asynchronous
  • From a URL

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Direct3D Retained ModeNew features
  • Mostly on IDirect3DRMFrame2
  • Bounding box support
  • Modify origin axis
  • Crease angle
  • Ray picking
  • Others
  • Right-handed support
  • MIP map generation
  • True alpha transparency

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Direct3D Retained ModeProgressive Mesh
  • Provide continuous level of detail support
  • Mesh stored as a base mesh and series of vertex
    splits
  • Mesh is renderable after the base mesh has been
    loaded

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Direct3D Retained ModeProgressive Mesh
  • Base mesh contains
  • all face and vertex information for the lowest
    level of detail
  • information about materials and textures
  • Vertex splits introduce a new vertex and 1 or 2
    new faces

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Direct3D Retained ModeProgressive Mesh
  • Vertex splits are invertable
  • Edge collapse
  • Highest level of detail is geometrically
    identical to source mesh
  • Lossless representation

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Direct3D Retained ModeProgressive Mesh
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Direct3D Retained ModeProgressive Mesh and
Direct3DRM
  • New visual object and interface
  • IDirect3DRMProgressiveMesh
  • Same behavior as other visuals
  • Added to frames in the hierarchy
  • Adhere to overrides
  • Can create a normal mesh object from any level of
    detail
  • Concise representation in DirectX Files

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Direct3D Retained ModeProgressive Mesh and
Direct3DRM
  • Feature set of the interface
  • Ability to get/set level of detail
  • Face, vertex or normalized basis
  • Asynchronous loading with new load flag
  • D3DRMLOAD_ASYNCHRONOUS
  • Can be progressively rendered as it is loaded
  • Can be combined with D3DRMLOAD_FROMURL

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Direct3D Retained ModeProgressive Mesh and
Direct3DRM
  • Conversion
  • convpm on SDK
  • Preserves geometric shape
  • Preserves material boundaries
  • Will get better...
  • More information
  • Siggraph 96 proceedings
  • http//www.research.microsoft.com

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Direct3D Retained ModeProgressive Mesh and
Direct3DRM
  • Demos...

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Direct3D Retained ModeTips and tricks
  • Various things can be done to speed up your
    application
  • Many of them not specific the Retained Mode
  • Scale the application

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Direct3D Retained ModeTips and tricks
  • Culling
  • Retained Mode culls on a mesh basis
  • Bounding box/sphere
  • Z visibility
  • Dont have one huge mesh
  • Caveat - dont have one polygon meshes

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Direct3D Retained ModeTips and tricks
  • Mesh Usage
  • MeshBuilders are convenient
  • File access, face paradigm
  • Have overhead
  • MeshBuilders built on top of Meshes
  • Changing the MeshBuilder requires reconstruction
    of underlying Mesh
  • If you dont need the MeshBuilder again, throw it
    away

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Direct3D Retained ModeTips and tricks
  • Mesh Usage
  • Meshes are fast
  • Built directly on ExecuteBuffers
  • Changing the Meshes modifies ExecuteBuffer
    directly

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Direct3D Retained ModeTips and tricks
  • Screen update
  • Dont update what you dont need to
  • Either
  • Let Retained Mode handle the update (in
    CreateFromClipper case)
  • Use an update callback
  • Pay attention to region information
  • Always call IDirect3DRMDeviceUpdate()

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Direct3D Retained ModeTips and tricks
  • Scale the application
  • Applicable to any application
  • Keep a track of the frame rate
  • Keep motion steady using
  • IDirect3DRMFrameMove(dvDelta)
  • If you can, use Progressive Mesh
  • If you cant provide geometry at various levels
    of detail
  • Profile the application on start-up
  • Hardware may change on you

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