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TDX_3DI_LIBRARY INFORMATION
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OVERVIEW OF THE TDX_3DI_LIBRARY Top Next The TDx_3DI_Library is a library of 23 Borland C++ Builder (BCB) rapid application development (RAD) components
that "wrap" all available Direct3D Immediate Mode (tm) functionality into easy-to-use BCB Visual Component Library (VCL) components, supplying a complete framework for harnessing all the power of Direct3DI(tm) and Borland C++ Builder. These components make Direct3DI(tm) very easy to use, make Direct3DI(tm) work with Borland C++ Builder, have many added extras designed to help you mix Direct3DI(tm) and Borland C++ Builder - quickly and easily. All components come complete with full source code, project files, auto-installer (where necessary), full [F1] context-sensitive help covering all of Direct3DI(tm) plus additional features, and demos with full source code. These components offer advanced 3D Graphics capabilities, including :- - Multi Source/Type Lighting
- Materials
- Textures
- Mipmaps
- Transformations
- Clipping
- Flat or Gouraud Shading
By fully utilizing the underlying Direct3DI(tm) engine, the TDx_3DI_Library supplies :- - Realtime advanced 3D graphics
- A new programming paradigm, rapid application development Direct3D, or "RAD DirectX" for short.
The TDx_3DI_Library contains much added functionality designed to make your life significantly easier, including :- - Fully optimized for BCB and the VCL
- A solution to integration problems between BCB and DirectX where necessary.
- Automatic error detection & redirection to easy-to-use OnError() events.
- Automatic callback handling & redirection to easy-to-use OnEnum...() events.
- Low latency (delay) and also for overall wrapping processes.
For more information, click :- For background information on the entire TDx_Library, click :-
DETAILS OF THE TDX_3DI_LIBRARY Top Next Prev The 23 TDx_3DI_Library components :- - supply advanced 3D Graphics support to BCB applications
- automatically handle everything related to Direct3DI(tm)
- are quite "smart" - they fully maintain everything required to make Direct3DI(tm) work very well inside BCB
- supply an easy to use toolset designed to remove the vast majority of effort required to utilize Direct3DI(tm)
- let you focus mostly on the creative side of using Direct3DI(tm) rather than the underlying SDK technology
When starting to use the components, you can ignore most of Direct3DI's advanced capabilities and get quality results in minutes, then as you become familiar with the components and how they work, you can experiment with some of the more advanced features. You have complete access to component internals, meaning you can mix & match with "normal" Direct3DI(tm) code if you want. Overall, the TDx_3DI_Library supplies everything required to add basic and advanced 3D Graphics support to any BCB application. The TDx_3DI_Library offers :- - Simple management of everything related to Direct3DI(tm)
- Simple access to all available Direct3DI(tm) functionality
- Comprehensive BCB context-sensitive help [ press F1 in BCB ]
For more information, click :-
COMPONENTS OF THE TDX_3DI_LIBRARY Top Next Prev The table below contains details on each TDx_3DI_Library component, and links to individual reference pages :- COMPONENT LOGO | COMPONENT NAME | WRAPPER TYPE | COMMENT | | TD3DClipStatus | Wrapper | The TD3DClipStatus component wraps a D3DCLIPSTATUS structure. It is used by TDx_3DDevice::GetClipStatus() and to define the 2D extents and/or clip status of the clipping region. | | TD3DColorValue | Wrapper | The TD3DColorValue component wraps a D3DCOLORVALUE structure. It is used by the TD3DLight and TD3DMaterial components to define several color value properties. | | TD3DDP_PtrStride | MultiWrapper | The TD3DDP_PtrStride component wraps multiple D3DDP_PTRSTRIDE structures. Each TD3DDP_PtrStride element references an array of flexible vertex formats and the stride to the next array element. This component is used by the TD3DDrawPrimitiveStridedData component to hold FVF information. | | TD3DDevInfo_TextureManager | Wrapper | The TD3DDevInfo_TextureManager component wraps a D3DDEVINFO_TEXTUREMANAGER structure. This component is used by TDx_3DDevice::GetInfo() to report the status of the texture manager. | | TD3DDevInfo_Texturing | Wrapper | The TD3DDevInfo_Texturing component wraps a D3DDEVINFO_TEXTURING structure. This component is used by TDx_3DDevice::GetInfo() to hold information about the applications texturing activity. | | TD3DDeviceDesc | Wrapper | The TD3DDeviceDesc component wraps a D3DDEVICEDESC structure. This component is used by TDx_3DDevice::GetCaps() and TDx_3D::OnEnumDevicesCallback() to hold device hardware and software capabilities. | | TD3DDrawPrimitiveStridedData | MultiWrapper | The TD3DDrawPrimitiveStridedData component wraps multiple DirectX D3DDRAWPRIMITIVESTRIDEDDATA structures. This component is used by TDx_3DDevice::DrawIndexedPrimitiveStrided(), TDx_3DDevice::DrawPrimitiveStrided() and TDx_3DVertexBuffer::DrawPrimitiveStrided() to hold the pointers and memory strides of the vertex components of a primitive. | | TD3DLVertex | Wrapper | The TD3DLVertex component wraps multiple D3DLVERTEX structures. This component is used to hold untransformed and lit vertices. | | TD3DLight | Wrapper | The TD3DLight component wraps a D3DLIGHT structure. This component is used by TDx_3DDevice::GetLight() and TDx_3DDevice::SetLight() to retrieve or define a lights properties. | | TD3DLightingCaps | Wrapper | The TD3DLightingCaps component wraps a D3DLIGHTINGCAPS structure. This component is used to hold the lighting capabilities of the device. | | TD3DLinePattern | Wrapper | The TD3DLinePattern component wraps a D3DLINEPATTERN structure. This component is used by the D3DRENDERSTATE_LINEPATTERN rendering state to specify the pattern for line drawing. | | TD3DMaterial | Wrapper | The TD3DMaterial component wraps a D3DMATERIAL structure. This component is used by TDx_3DDevice::GetMaterial() and TDx_3DDevice::SetMaterial() to retrieve or define the color properties of a material in response to lighting. | | TD3DMatrix | Wrapper | The TD3DMatrix component wraps a D3DMATRIX structure. This component is used by TDx_3DDevice::GetTransform(), TDx_3DDevice::MultiplyTransform and TDx_3DDevice::SetTransform to retrieve, modify and define world, view, projection and texture stage transformations. | | TD3DPrimCaps | Wrapper | The TD3DPrimCaps component wraps a D3DPRIMCAPS structure. This component is used in several properties of TD3DDeviceDesc to define the devices capabilties in regard to each primitive type. | | TD3DRect | MultiWrapper | The TD3DRect component wraps multiple D3DRECT structures. This component is used by TDx_3DDevice::Clear() to define the area to be cleared. | | TD3DTLVertex | MultiWrapper | The TD3DTLVertex component wraps multiple D3DTLVERTEX structures. This component is used to hold transformed and lit vertices. | | TD3DVector | MultiWrapper | The TD3DVector component wraps multiple D3DVECTOR structures. This component defines vectors in some properties of TD3DLight and is used by TDx_3DDevice::ComputeSphereVisibility() to define the center of an array of spheres. | | TD3DVertex | MultiWrapper | The TD3DVertex component wraps multiple D3DVERTEX structures. This component is used to hold untransformed and unlit vertices. | | TD3DVertexBufferDesc | Wrapper | The TD3DVertexBufferDesc component wraps a D3DVERTEXBUFFERDESC structure. This component is used by TDx_3D::CreateVertexBuffer() and TDx_3DVertexBuffer::GetVertexBufferDesc() when creating or retrieving properties of a TDx_3DVertexBuffer. | | TD3DViewPort | Wrapper | The TD3DViewPort component wraps a D3DVIEWPORT structure. This component is used by TDx_3DDevice::GetViewport() and TDx_3DDevice::SetViewport() when retrieving or defining the surface rectangle into which a three dimensional space is projected. | | TDx_3D | Interface | The TDx_3D component wraps and manages an IDirect3D interface. It creates TDx_3DDevice and TDx_3DVertexBuffer objects, enumerates devices and z-buffer formats and clears managed textures from memory. | | TDx_3DDevice | Interface | The TDx_3DDevice component wraps an IDirect3DDevice interface. It retrieves device capabilities and information as well as the parent TDx_3D component. Renders with primitives, strided primitives or vertex buffers and also with indexed versions of the each type. You can manipulate lighting and material effects by retrieving and defining lights and materials, as well as enabling and disabling lights and checking their current status. Handles textures, including format enumeration, device validation, loading or pre-loading textures, retrieving and defining the texture and the texture stage state. Processes device states, including creation, application, capture, beginning, ending and deletion of state blocks, retrieval and definition of clip status, rendering states and targets, and transformations. Defines and retrieves custom clip planes, clear, define and retrieve viewports, begin and end scenes, compute viewport sphere visibility and multiply transform matrices. | | TDx_3DVertexBuffer | Interface | The TDx_3DVertexBuffer component wraps an IDirect3DVertexBuffer interface. It can be used to optimize, lock and unlock the vertex buffer, retrieve its description and process normal or strided vertices. |
MORE INFORMATION ABOUT THE TDX_3DI_LIBRARY Top Prev Over time we will add much more information about the TDx_Play_Library. In the meantime, the table below contains details on the current status of the entire TDx_Library, and links to more information :-
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