Graphics APIs
Ok so OpenGL/DirectX are graphics APIs right? http://www.fastgraph.com is also an API correct?
Do people ever write they''re own APIs? Even if it''s just for the learning experience?
Also an acronym I''ve seen floating around which I was unable to find a definition for "SVGA" Just curious what it is.
"I thought Genius lived in bottles..." - Patrick Star
hey, there was an article a while ago here that focuses on "api independance"
http://www.gamedev.net/reference/programming/features/rendererdll/
,Matt
-= kill one your a murderer, kill thousands your a conquerer =-
http://www.gamedev.net/reference/programming/features/rendererdll/
,Matt
-= kill one your a murderer, kill thousands your a conquerer =-
-= kill one you're a murderer, kill thousands you're a conquerer =-
OpenGL and DirectX interface directly with the graphics (sound etc) hardware to provide speed. FastGraphics is a 2D libary with Direct3D support and other higher level functions.
A lot of people write using DirectX/OpenGL, but not so many actually write the API''s, although if you look at older games they were written when hardware graphic support did not exist. Often older games used software renders (in house) and graphics were done using memory copys to the video memory on board graphics cards.
SVGA = Super Video Graphics Array, typicly > 640x480 resolutions.
I once had a Trident 512Kbyte graphics card that was described as SVGA, ok if you liked a max of 16 colours.
,Jay
A lot of people write using DirectX/OpenGL, but not so many actually write the API''s, although if you look at older games they were written when hardware graphic support did not exist. Often older games used software renders (in house) and graphics were done using memory copys to the video memory on board graphics cards.
SVGA = Super Video Graphics Array, typicly > 640x480 resolutions.
I once had a Trident 512Kbyte graphics card that was described as SVGA, ok if you liked a max of 16 colours.
,Jay
Thanks very much for you help.
I hope you don''t mind another inquiry.
in OpenGL/DirectX are you able to view the files that hold the functions you use? To see how it works?
Also, is OpenGL/DirectX good for Gaming Console Development, i.e. Nintendo GameCube? If so would it be safe to assume that development companies (RareWare for instance) use either OpenGL or DirectX?
Thank you again for help.
I hope you don''t mind another inquiry.
in OpenGL/DirectX are you able to view the files that hold the functions you use? To see how it works?
Also, is OpenGL/DirectX good for Gaming Console Development, i.e. Nintendo GameCube? If so would it be safe to assume that development companies (RareWare for instance) use either OpenGL or DirectX?
Thank you again for help.
"I thought Genius lived in bottles..." - Patrick Star
Consoles have their own hardware and APIs. If you hacked your own API for the console''s hardware, you COULD right your own, but it''s probably not worth it. I know that the X-box uses a modified version of DirectX8, but I''m not aware of any consoles using OpenGL. Correct me if I''m wrong...
GameCube uses an OpenGL-like API, but it isn''t OpenGL. OpenGL was ported to the Playstation 2 (maybe the PSX as well, but I don''t know); Both the PSX and PS2 use proprietary API''s for the lowest level control though. The XBox is just Windows on a warped x86 PC, so you can use whatever. Many consoles use proprietary graphics API''s that more closely fit their hardware.
quote: Original post by Xanth
in OpenGL/DirectX are you able to view the files that hold the functions you use? To see how it works?
Short Answer: No.
Long Answer: The graphics API''s interface with drivers to access the hardware. The code that is standard regardless of drivers on a single OS isn''t really that useful; it''s more or less a stub. You can view an example open source OpenGL implementation somewhere on SGI''s site (sgi.com). Mesa3D is another open source OpenGL implementation.
Wow, that was quick.
Thanks a lot. I really appreciate the information.
Thanks a lot. I really appreciate the information.
"I thought Genius lived in bottles..." - Patrick Star
About SVGA :
Super Video Graphics Array , introduced by some manufacturers to avoid IBM's XGA (eXtended Graphics Array) (1990) standard.
SVGA, unlike VGA, XGA, EGA or CGA does not design a type of card but a sort of video cards, that includes higher resolutions than the VGA's 640x480.
SVGA have the same output that VGA, (15 pins)
Here it is, hope it'll light you
Edited by - Al MacInnis on February 15, 2002 5:22:23 PM
Super Video Graphics Array , introduced by some manufacturers to avoid IBM's XGA (eXtended Graphics Array) (1990) standard.
SVGA, unlike VGA, XGA, EGA or CGA does not design a type of card but a sort of video cards, that includes higher resolutions than the VGA's 640x480.
SVGA have the same output that VGA, (15 pins)
Here it is, hope it'll light you
Edited by - Al MacInnis on February 15, 2002 5:22:23 PM
"Everyday above ground is a good day" (Mel in Scarface)
I had never heard of FastGraph before. I just check out the documentation on their site, but still have a few questions.
1. Is FastGraph fast?
2. The website says that it works with or without DirectX. When DirectX is not installed, does FastGraph run on top of GDI?
2a. If FastGraph does not use GDI, then does it interact with the hardware directly using FastGraph's own drivers?
2b. If FastGraph uses its own drivers, then does it work with most hardware?
Thanks in advance.
Edited by - poozer on February 15, 2002 10:49:58 PM
1. Is FastGraph fast?
2. The website says that it works with or without DirectX. When DirectX is not installed, does FastGraph run on top of GDI?
2a. If FastGraph does not use GDI, then does it interact with the hardware directly using FastGraph's own drivers?
2b. If FastGraph uses its own drivers, then does it work with most hardware?
Thanks in advance.
Edited by - poozer on February 15, 2002 10:49:58 PM
This topic is closed to new replies.
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