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    TDx_3DI_Library v2.00 Component Reference

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    [ TD3DPrimCaps::RasterCaps ]     [ next: ShadeCaps ]     [ prev: MiscCaps ]

    public:

        __property dword RasterCaps = { read=FGetRasterCaps, write=FSetRasterCaps, default=0 };




    -= Go to the TD3DPrimCaps description =-    TD3DPRIMCAPS::RASTERCAPS   [ component property ]

    • Description

        These flags provide information on the raster drawing capabilities of the device.
        The described effect applies when the flag is set.

    • Flags

        D3DPRASTERCAPS_ANISOTROPY
        Support for anisotropic filtering is available.


        D3DPRASTERCAPS_ANTIALIASEDGES
        Support for antialias on lines forming the convex outline of an object is available.


        D3DPRASTERCAPS_ANTIALIASSORTDEPENDENT
        Support for antialiasing is dependant on the sort order of the polygons.

        The application must draw polygons in the right order for antialiasing to occur (back to front or front to back).



        D3DPRASTERCAPS_ANTIALIASSORTINDEPENDENT
        Support for antialiasing is independant of the sort order of the polygons.


        D3DPRASTERCAPS_DITHER
        Support for dithering to improve color resolution is available.

        D3DPRASTERCAPS_FOGRANGE
        Support for range based fog is available.
        Range based fog is computed using distance from viewer, rather than relying on the z-buffer.

        D3DPRASTERCAPS_FOGTABLE
        Support for fog values that are calculated by referring to a lookup table of fog values indexed to the z-buffer is available.

        D3DPRASTERCAPS_FOGVERTEX
        The fog value is calculated by the device during the lighting operation.
        This calculated value is stored in the alpha component of the TD3DColor in TD3DTLVertex::Specular.
        The fog value is then interpolated during raturization.

        D3DPRASTERCAPS_MIPMAPLODBIAS
        Support for level of detail (LOD) mipmap bias adjustments is available.
        This amounts to a sharpness setting for mipmaps.

        D3DPRASTERCAPS_PAT
        Support for patterned drawing using D3DRENDERSTATE_LINEPATTERN for lines or one of the D3DRENDERSTATE_STIPPLEPATTERN render states for fills is available.


        D3DPRASTERCAPS_ROP2
        Support for raster operations other than R2_COPYPEN is available.

        D3DPRASTERCAPS_STIPPLE
        Support for the stippling of polygons to simulate translucency is available.



        D3DPRASTERCAPS_SUBPIXEL
        Support for the subpixel placement of z, color, and texture data, rather than approximating to the nearest integer pixel coordinate, is available.

        This feature cannot be enabled and disabled, it is either available or not depending on the device.
        This flag is here to allow applications to better determine rendering quality.

        D3DPRASTERCAPS_SUBPIXELX
        Support for subpixel placement is only available along the X axis.

        Subpixel correction takes place along the X axis and is clamped to an integer Y axis scan line.

        D3DPRASTERCAPS_TRANSLUCENTSORTINDEPENDENT
        Translucency support is independant on the sort order of polygons.


        D3DPRASTERCAPS_WBUFFER
        Support for depth buffering using the w-buffer is available.


        D3DPRASTERCAPS_WFOG
        Support for w-buffer based fog is available.


        D3DPRASTERCAPS_XOR
        Support for XOR operations is available.

        When D3DPRIM_RASTER_ROP2 is set then XOR operations must be supported regardless of this flags value.

        D3DPRASTERCAPS_ZBIAS
        Support for Z bias values is available.

        Z bias establishes a display order for images with the same Z axis value. A good example of why you may wish to use Z bias would be a shadow on a wall. Both occupy the same depth, but by giving the shadow a higher Z bias than the wall will give the right appearance without sorting.

        D3DPRASTERCAPS_ZBUFFERLESSHSR
        Support for the removal of non visible (hidden) surfaces without sorting polygons or allocating a z-buffer is available.

        The technique used to perform hidden surface removal is dependent on the hardware and is transparent to the application.

        This kind of hidden surface removal takes place when the rendering target surface has no Z buffer attached but the Z buffer comparison test is still enabled.

        D3DPRASTERCAPS_ZFOG
        Support for z-buffer based fog is available.

        D3DPRASTERCAPS_ZTEST
        Support for Z test operations is available.

        This renders a virtual primitive and indicates whether any pixels would have been rendered.

    • See Also
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