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		<title>Beyond3D Forum</title>
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			<title>Nvidia GeForce 320.18 WHQL drivers</title>
			<link>http://forum.beyond3d.com/showthread.php?t=63610&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 10:42:04 GMT</pubDate>
			<description>Nvidia has released GeForce 320.18 WHQL drivers. 
 
http://www.nvidia.com/object/winxp-320.18-whql-driver.html 
 
http://www.nvidia.com/object/winxp64-320.18-whql-driver.html 
 
http://www.nvidia.com/object/win8-win7-winvista-32bit-320.18-whql-driver.html 
...</description>
			<content:encoded><![CDATA[<div>Nvidia has released GeForce 320.18 WHQL drivers.<br />
<br />
<a href="http://www.nvidia.com/object/winxp-320.18-whql-driver.html" target="_blank">http://www.nvidia.com/object/winxp-3...ql-driver.html</a><br />
<br />
<a href="http://www.nvidia.com/object/winxp64-320.18-whql-driver.html" target="_blank">http://www.nvidia.com/object/winxp64...ql-driver.html</a><br />
<br />
<a href="http://www.nvidia.com/object/win8-win7-winvista-32bit-320.18-whql-driver.html" target="_blank">http://www.nvidia.com/object/win8-wi...ql-driver.html</a><br />
<br />
<a href="http://www.nvidia.com/object/win8-win7-winvista-64bit-320.18-whql-driver.html" target="_blank">http://www.nvidia.com/object/win8-wi...ql-driver.html</a><br />
<br />
Notebook drivers<br />
<br />
<a href="http://www.nvidia.com/object/notebook-win8-win7-320.18-whql-driver.html" target="_blank">http://www.nvidia.com/object/noteboo...ql-driver.html</a><br />
<br />
<a href="http://www.nvidia.com/object/notebook-win8-win7-64bit-320.18-whql-driver.html" target="_blank">http://www.nvidia.com/object/noteboo...ql-driver.html</a></div>

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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=23"><![CDATA[3D Hardware, Software & Output Devices]]></category>
			<dc:creator>DSC</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=63610</guid>
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			<title>PS4, Xbox One: Indie publishing</title>
			<link>http://forum.beyond3d.com/showthread.php?t=63608&amp;goto=newpost</link>
			<pubDate>Wed, 22 May 2013 19:03:08 GMT</pubDate>
			<description><![CDATA[Has there been any talk about how indie games will be published on either of these platforms?  So far, what I could find it sounded like both would still follow the same model from PS360 (certification).  I was hoping for an "app store" approach, similar to what you'd find on phones and tablets.]]></description>
			<content:encoded><![CDATA[<div>Has there been any talk about how indie games will be published on either of these platforms?  So far, what I could find it sounded like both would still follow the same model from PS360 (certification).  I was hoping for an &quot;app store&quot; approach, similar to what you'd find on phones and tablets.</div>

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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=37">Console Forum</category>
			<dc:creator>Scott_Arm</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=63608</guid>
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			<title>Which console are you most interested in getting?</title>
			<link>http://forum.beyond3d.com/showthread.php?t=63609&amp;goto=newpost</link>
			<pubDate>Wed, 22 May 2013 15:52:33 GMT</pubDate>
			<description><![CDATA[Now that we've seen both reveals, 
Which Console are you currently most interested in at this point? 
 
 
 
I thought a poll would be nice, but I guess it's turned off or something. 
 
 
But yeah.... 
At this point, are you more interested in a PS4, or an XBOX One?]]></description>
			<content:encoded><![CDATA[<div>Now that we've seen both reveals,<br />
Which Console are you currently most interested in at this point?<br />
<br />
<br />
<br />
I thought a poll would be nice, but I guess it's turned off or something.<br />
<br />
<br />
But yeah....<br />
At this point, are you more interested in a <font color="DarkRed">PS4</font>, or an <font color="Green">XBOX One</font>?</div>

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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=37">Console Forum</category>
			<dc:creator>Persistantthug</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=63609</guid>
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			<title>Perspective Projection Size greater than 2x2</title>
			<link>http://forum.beyond3d.com/showthread.php?t=63604&amp;goto=newpost</link>
			<pubDate>Wed, 22 May 2013 13:50:46 GMT</pubDate>
			<description><![CDATA[I have created a perspective projection pretty as described in chapter 6 of Computer Graphics Principles and Practices by Foley, van Dam, Feiner, Hughes (2nd Edition). As I understand it, my final image should be a -1,-1, to 1,1 and the z depth 0 to -1. But my final image dimensions aren't anywhere...]]></description>
			<content:encoded><![CDATA[<div>I have created a perspective projection pretty as described in chapter 6 of Computer Graphics Principles and Practices by Foley, van Dam, Feiner, Hughes (2nd Edition). As I understand it, my final image should be a -1,-1, to 1,1 and the z depth 0 to -1. But my final image dimensions aren't anywhere near that. I want a fixed dimensional final images so that I can &quot;quantify&quot; the data into an array. Clearly I could find the dimensions by parsing the final data but I'd like to know why my image matches everything else but just not the final dimensions. Any ideas? There's a lot of matlab code but I can paste it if necessary.</div>

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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=43"><![CDATA[3D Beginner's Questions]]></category>
			<dc:creator>chessman</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=63604</guid>
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			<title>Free FIFA 13 for the Vita</title>
			<link>http://forum.beyond3d.com/showthread.php?t=63591&amp;goto=newpost</link>
			<pubDate>Wed, 22 May 2013 09:19:51 GMT</pubDate>
			<description><![CDATA[I've got a promo code from Amazon.co.uk for a free digital download of FIFA 13 for the Vita. It's not my kind of game at all so rather than let it go to waste I thought I'd give it away. FIFO rules apply!]]></description>
			<content:encoded><![CDATA[<div>I've got a promo code from Amazon.co.uk for a free digital download of FIFA 13 for the Vita. It's not my kind of game at all so rather than let it go to waste I thought I'd give it away. FIFO rules apply!</div>

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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=35">Console Games</category>
			<dc:creator>BoardBonobo</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=63591</guid>
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			<title>Server based game augmentations. The transition to cloud. Really possible?</title>
			<link>http://forum.beyond3d.com/showthread.php?t=63590&amp;goto=newpost</link>
			<pubDate>Wed, 22 May 2013 08:35:40 GMT</pubDate>
			<description><![CDATA[From what I gather reading here and there (haven't found a good XB1 summary yet), though MS aren't going with distributed computing as some theorised, they are going with server based game upgrades. 
 
I see asked this back in 2006 (http://forum.beyond3d.com/showthread.php?t=28135)... 
 
But here...]]></description>
			<content:encoded><![CDATA[<div>From what I gather reading here and there (haven't found a good XB1 summary yet), though MS aren't going with distributed computing as some theorised, they are going with server based game upgrades.<br />
<br />
I see asked this <a href="http://forum.beyond3d.com/showthread.php?t=28135" target="_blank">back in 2006</a>...<br />
<br />
But here we are, for real. What will the end experience be like? How much economical processing power can a server bring to each user? If MS have 300k servers, what sort of processing power will that bring to each user? How do you manage fluctuating workloads? How to devs target jobs for their games on a server-based compute network?</div>

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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=15">Console Technology</category>
			<dc:creator>Shifty Geezer</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=63590</guid>
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			<title>Kinect 2: the second iteration motion control</title>
			<link>http://forum.beyond3d.com/showthread.php?t=63589&amp;goto=newpost</link>
			<pubDate>Wed, 22 May 2013 06:53:13 GMT</pubDate>
			<description>this is a good demo that show the improvements from the old kinect 
 
http://video.wired.com/watch/new-xbox-kinect-exclusive-wired-video-398878 
 
it detect every single element on face, single eyes, mouth, etc and analize the voice to do emotion modelling 
 
it does muscular tension recognition...</description>
			<content:encoded><![CDATA[<div>this is a good demo that show the improvements from the old kinect<br />
<br />
<a href="http://video.wired.com/watch/new-xbox-kinect-exclusive-wired-video-398878" target="_blank">http://video.wired.com/watch/new-xbo...d-video-398878</a><br />
<br />
it detect every single element on face, single eyes, mouth, etc and analize the voice to do emotion modelling<br />
<br />
it does muscular tension recognition and it's capable to see if any skeletal node rotates.<br />
<br />
And the latency is way way low, hard to spot on<br />
<br />
<div style="margin:20px; margin-top:5px; ">
	<div class="smallfont" style="margin-bottom:2px">Quote:</div>
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				This time around, a <b>1080p</b> camera <b><u>enlarges the sensor&#8217;s field by 60 percent</u></b>&#8212;a fact that the entertainment division&#8217;s lanky hardware guru, Todd Holmdahl, demonstrates for me by walking his 6' 4&quot; frame toward the sensor. <u>Even 3 feet away, the Kinect's onscreen display clearly registers his entire body, and he still has room to lift his hands above his head.</u><br />
<br />
<b><u>The camera can also capture video at 60 frames per second for two-way</u></b> services like Skype&#8212;but more impressive still are the Kinect&#8217;s tracking capabilities.<b><u> It&#8217;s now so sensitive that it can measure your pulse by monitoring pigmentation change in your face</u></b>. (It&#8217;s partially done via infrared light, which means it works regardless of skin tone.)<br />
<br />
It&#8217;s essentially like turning each pixel of the custom-designed CMOS sensor into a radar gun, which allows for unprecedented responsiveness.<br />
The original sensor mapped people in a room using &#8220;structured light&#8221;: It would send out infrared light, then measure deformities in the room&#8217;s surfaces to generate a 3-D depth map. However, that depth map was lo-res to the degree that clothing and couch cushions were often indistinguishable. <b>The new model sends out a modulated beam of infrared light, then measures the time it takes for each photon to return</b>. It&#8217;s called time-of-flight technology, and it&#8217;s essentially like turning each pixel of the custom-designed CMOS sensor into a radar gun, <u>which allows for unprecedented responsiveness</u>&#8212;even in a completely dark room. (See the video for the evidence.)<br />
<br />
In fact, the Kinect will be used for that most fundamental of tasks: turning the whole thing on. Xbox One utilizes multiple power states; it can thus ramp up as needed and consume different amounts of juice depending on use, whether games or movies. <b>And it also possesses a low-power standby mode</b>, allowing Xbox Live and game updates to be pushed to the Xbox One overnight &#8212; or whenever the box knows your usage is lowest &#8212; without keeping the console all the way on. (Don&#8217;t worry; y<b>ou can still play a single-player game without being connected to the Internet</b>.) It also means that when you walk into your room and say &#8220;Xbox on,&#8221; the Kinect sensor hears you and turns on your entire setup via infrared blast: TV, Xbox One, even your cable box.
			
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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=37">Console Forum</category>
			<dc:creator>Xenio</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=63589</guid>
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			<title><![CDATA[Quantum Break [Xbox One exclusive by remedy] *large images*]]></title>
			<link>http://forum.beyond3d.com/showthread.php?t=63583&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 21:53:31 GMT</pubDate>
			<description>Realtime Trailer 
 
http://www.youtube.com/watch?v=_64IZNgxPKs 
 
 
 
Image: http://abload.de/img/quantambreak1uws9y.gif</description>
			<content:encoded><![CDATA[<div>Realtime Trailer<br />
<br />
<a href="http://www.youtube.com/watch?v=_64IZNgxPKs" target="_blank">http://www.youtube.com/watch?v=_64IZNgxPKs</a><br />
<br />
<br />
<br />
<img src="http://abload.de/img/quantambreak1uws9y.gif" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /></div>

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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=35">Console Games</category>
			<dc:creator>Xenio</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=63583</guid>
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			<title>Call of Duty: Ghost</title>
			<link>http://forum.beyond3d.com/showthread.php?t=63582&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 21:45:19 GMT</pubDate>
			<description>Video from Xbox One hardware: 
 
http://www.youtube.com/watch?v=Zxnx3W-HA18</description>
			<content:encoded><![CDATA[<div>Video from Xbox One hardware:<br />
<br />
<a href="http://www.youtube.com/watch?v=Zxnx3W-HA18" target="_blank">http://www.youtube.com/watch?v=Zxnx3W-HA18</a></div>

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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=35">Console Games</category>
			<dc:creator>Xenio</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=63582</guid>
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			<title><![CDATA[Forza 5 [Xbox One] (large pics inside)]]></title>
			<link>http://forum.beyond3d.com/showthread.php?t=63580&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 21:40:01 GMT</pubDate>
			<description>some pics  
 
Image: http://www.teamvvv.com/assets/gallery/photos/Forza-Motorsport-5-screenshots/normal/FM5_-_01_-_Xbox_Reveal_-_2013-05-21_1.jpg  
 
Image: http://www.teamvvv.com/assets/gallery/photos/Forza-Motorsport-5-screenshots/normal/FM5_-_03_-_Xbox_Reveal_-_2013-05-21_1.jpg  
 
Image:...</description>
			<content:encoded><![CDATA[<div>some pics <br />
<br />
<img src="http://www.teamvvv.com/assets/gallery/photos/Forza-Motorsport-5-screenshots/normal/FM5_-_01_-_Xbox_Reveal_-_2013-05-21_1.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<img src="http://www.teamvvv.com/assets/gallery/photos/Forza-Motorsport-5-screenshots/normal/FM5_-_03_-_Xbox_Reveal_-_2013-05-21_1.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<img src="http://abload.de/img/forzaone9rzq7.gif" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<img src="http://abload.de/img/forza2wty18.gif" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<img src="http://i.minus.com/iXbRag3n8qnj1.gif" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<img src="http://i1081.photobucket.com/albums/j343/SatansReverence/fm5_zps05e8dffe.png" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<br />
<br />
<b><u>edit: <br />
1) talk about the game, not other games as gt1, gt 2, gt 3, gt4, gt5, gt6 and so on, they have already a thread.<br />
2) it's confirmed realtime rendering with gameplay assets, deal with it.</u></b></div>

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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=35">Console Games</category>
			<dc:creator>Xenio</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=63580</guid>
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			<title>Nvidia DX11 AA-bits petition</title>
			<link>http://forum.beyond3d.com/showthread.php?t=63573&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 20:10:10 GMT</pubDate>
			<description>As many of you know, Nvidia has AA-bits that can be used to force antialiasing in (some) games where AA is not natively supported or to improve the quality of AA vs. the ingame solution. 
 
The problem: These bits are only available for DX9. There is a handful of DX10 games with predefined bits and...</description>
			<content:encoded><![CDATA[<div>As many of you know, Nvidia has AA-bits that can be used to force antialiasing in (some) games where AA is not natively supported or to improve the quality of AA vs. the ingame solution.<br />
<br />
The problem: These bits are only available for DX9. There is a handful of DX10 games with predefined bits and for DX11 there is nothing. Many DX10/11 games exhibit visible aliasing even when the ingame-AA is enhanced to SGSSAA since we can no longer influence how and where the game applies antialiasing.<br />
<br />
Therefore a petition was started today to get Nvidia to make efforts to supply those AA-bits for DX10/11, too.<br />
<a href="https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/" target="_blank">https://forums.geforce.com/default/t...iver-profiles/</a><br />
<br />
Pictures illustrating the shortcomings of ingame-AA and the possibilities of force AA are available in the petition thread over at Nvidia forums.<br />
Your support of this petition would be greatly appreciated.</div>

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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=13"><![CDATA[3D Architectures & Chips]]></category>
			<dc:creator>boxleitnerb</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=63573</guid>
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			<title><![CDATA[Recording of John Carmack's Quakecon 2000 keynote]]></title>
			<link>http://forum.beyond3d.com/showthread.php?t=63569&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 16:41:01 GMT</pubDate>
			<description><![CDATA[Hi guys, 
 
I recently found this recording of John Carmack's keynote address from Quakecon 2000 on an old HD and uploaded it to archive.org. I'm pretty sure this is the only copy of that talk available anywhere on the web. I'm trying to spread it around a bit since I'm sure it'll be of interest to...]]></description>
			<content:encoded><![CDATA[<div>Hi guys,<br />
<br />
I recently found this recording of John Carmack's keynote address from Quakecon 2000 on an old HD and uploaded it to archive.org. I'm pretty sure this is the only copy of that talk available anywhere on the web. I'm trying to spread it around a bit since I'm sure it'll be of interest to at least some hardcore 3D tech nerds, and this seemed a good place to post it :)<br />
<br />
<a href="http://texelstorm.tumblr.com/post/50826105086/this-is-an-incomplete-low-quality-but" target="_blank">http://texelstorm.tumblr.com/post/50...ow-quality-but</a><br />
<br />
Audio quality is quite bad but understandeable. If anyone here could help me clean up the audio I'd be very grateful.<br />
<br />
Thanks and enjoy!</div>

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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=12">General Discussion</category>
			<dc:creator>texelstorm</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=63569</guid>
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			<title>Business Approach Comparison Sony PS4 and Microsoft Xbox</title>
			<link>http://forum.beyond3d.com/showthread.php?t=63567&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 16:08:39 GMT</pubDate>
			<description>This is the thread for the comparison of the business approaches taken by Sony and Microsoft for their next-gen consoles. 
 
This is NOT for technical comparisons, nor is it for what you would have preferred. Blind fanboy postings will not be tolerated. 
 
Technical Comparison Sony PS4 and...</description>
			<content:encoded><![CDATA[<div>This is the thread for the comparison of the business approaches taken by Sony and Microsoft for their next-gen consoles.<br />
<br />
This is NOT for technical comparisons, nor is it for what you would have preferred. Blind fanboy postings will not be tolerated.<br />
<br />
Technical Comparison Sony PS4 and Microsoft Xbox is here: <a href="http://forum.beyond3d.com/showthread.php?t=63566" target="_blank">http://forum.beyond3d.com/showthread.php?t=63566</a></div>

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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=37">Console Forum</category>
			<dc:creator>BRiT</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=63567</guid>
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			<title>Technical Comparison Sony PS4 and Microsoft Xbox .</title>
			<link>http://forum.beyond3d.com/showthread.php?t=63566&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 16:03:23 GMT</pubDate>
			<description>This is the thread for the technical comparison between the Sony PS4 and the Microsoft Xbox console. 
 
This is NOT for non-technical comparisons, nor is it for what you would have preferred or what you would have liked or for the business comparisons between the companies approaches. Blind fanboy...</description>
			<content:encoded><![CDATA[<div>This is the thread for the technical comparison between the Sony PS4 and the Microsoft Xbox console.<br />
<br />
This is NOT for non-technical comparisons, nor is it for what you would have preferred or what you would have liked or for the business comparisons between the companies approaches. Blind fanboy postings will not be tolerated.<br />
<br />
Business Approach Comparison Sony PS4 and Microsoft Xbox is here: <a href="http://forum.beyond3d.com/showthread.php?t=63567" target="_blank">http://forum.beyond3d.com/showthread.php?t=63567</a></div>

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			<category domain="http://forum.beyond3d.com/forumdisplay.php?f=15">Console Technology</category>
			<dc:creator>BRiT</dc:creator>
			<guid isPermaLink="true">http://forum.beyond3d.com/showthread.php?t=63566</guid>
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			<title>Streamlined 3D API for current/upcoming GPU</title>
			<link>http://forum.beyond3d.com/showthread.php?t=63565&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 15:57:02 GMT</pubDate>
			<description><![CDATA[Basically after posting on the DX12 wishlist thread an idea I got overnight, I spent more time on the design, it's not fundamentally different but there are a few more explanations about it. 
 
 
Code: 
--------- 
Have ZERO validation during rendering by using a Pipeline object encompassing ALL...]]></description>
			<content:encoded><![CDATA[<div>Basically after posting on the DX12 wishlist thread an idea I got overnight, I spent more time on the design, it's not fundamentally different but there are a few more explanations about it.<br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Have ZERO validation during rendering by using a Pipeline object encompassing ALL states. (but no pointer to buffers/textures)<br />
Fetching an invalid (not COMMITed) page returns zero.<br />
<br />
<br />
/* STANDARD VERSION */<br />
Device<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; /* EVENT */<br />
&nbsp; &nbsp; &nbsp; &nbsp; HEvent CreateEvent();<br />
&nbsp; &nbsp; &nbsp; &nbsp; void WaitForEvent( HEvent );<br />
&nbsp; &nbsp; &nbsp; &nbsp; void WaitForMultipleEvents( HEvent[], count );<br />
<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; /* DATA */<br />
&nbsp; &nbsp; &nbsp; &nbsp; void* MemAlloc( CPU|GPU, size, RESERVE&amp;|COMMIT );&nbsp; &nbsp; &nbsp; &nbsp; //c.f. VirtualAlloc<br />
&nbsp; &nbsp; &nbsp; &nbsp; void MemFree( address, size, RELEASE|DECOMMIT );&nbsp; &nbsp; &nbsp; &nbsp; //c.f. VirtualFree<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; Descriptor* CreateBufferDesc( address, size/*, DXGI_FORMAT[], count*/ );&nbsp; &nbsp; &nbsp; &nbsp; //{Index/Vertex/Constant/Texture}Buffer ; For DEBUG it might be useful to type buffers too.<br />
&nbsp; &nbsp; &nbsp; &nbsp; // Surfaces need a complex Descriptor because data is transformed from CPU memory to GPU memory... (Morten Order...) ; In the case of std layouts + restrictions it wouldn't need be<br />
&nbsp; &nbsp; &nbsp; &nbsp; Descriptor* CreateSurfaceDesc( address, {1D, 2D, 3D, CUBE}, DXGI_FORMAT, samples, width, height, depth, /*layers,*/ lod );&nbsp; &nbsp; &nbsp; &nbsp; //reinterpret width/height/depth, add layers if 3D_ARRAY allowed<br />
<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; /* PROGRAM/PIPELINE */<br />
&nbsp; &nbsp; &nbsp; &nbsp; Program* CreateProgram( {Vertex, [ Hull, Tessellator², Domain, ] Geometry, Rasterizer², Fragment, DepthStencil², Blender²}, char* source );<br />
&nbsp; &nbsp; &nbsp; &nbsp; // All items marked with &quot;²&quot; are states.<br />
&nbsp; &nbsp; &nbsp; &nbsp; // Samplers are also states defined in their respective programs, and include a DXGI_FORMAT.<br />
&nbsp; &nbsp; &nbsp; &nbsp; // Vertex Programs include the index DXGI_FORMAT, vertex buffer descriptions (inc. DXGI_FORMAT) and IB &amp; VB[] &quot;bindings&quot;. (For PipelineProgramDescriptors)<br />
&nbsp; &nbsp; &nbsp; &nbsp; // Fragment Programs include all output buffers making the FrameBuffer.<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; Pipeline* CreatePipeline( Program[], count );&nbsp; &nbsp; &nbsp; &nbsp; //That's the whole graphics pipeline in one object.<br />
<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; /* COMMAND QUEUE */<br />
&nbsp; &nbsp; &nbsp; &nbsp; CommandQueue* CreateCommandQueue();<br />
&nbsp; &nbsp; &nbsp; &nbsp; void Process( CommandQueue&amp; queue );&nbsp; &nbsp; &nbsp; &nbsp; // FIFO order queuing then execution.<br />
}<br />
<br />
<br />
CommandQueue<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; //Every function in here is added to the CommandQueue and doesn't execute until the CommandQueue runs after having been enqueued on the Device.<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; /* EVENT */<br />
&nbsp; &nbsp; &nbsp; &nbsp; void Insert( HEvent );<br />
<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; /* MEMORY */<br />
&nbsp; &nbsp; &nbsp; &nbsp; void MemSet( address, size, value );<br />
&nbsp; &nbsp; &nbsp; &nbsp; void MemCopy( src, dst, size );<br />
&nbsp; &nbsp; &nbsp; &nbsp; void MemCopyEx( src, dst, size, DXGI_FORMAT );&nbsp; &nbsp; &nbsp; &nbsp; // When src is CPUmem, data is linear. When dst is GPUmem it will be optimised to native [Textures]. =&gt; src@GPUmem &amp; dst@CPUmem means data will be turned into linear.<br />
<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; /* PIPELINE SETUP */<br />
&nbsp; &nbsp; &nbsp; &nbsp; void Pipeline( Pipeline* );<br />
&nbsp; &nbsp; &nbsp; &nbsp; void PipelineProgramDescriptors( Descriptor[]*, uint32_t* counts );&nbsp; &nbsp; &nbsp; &nbsp; // 1 Descriptor[] per Pipeline's Program<br />
&nbsp; &nbsp; &nbsp; &nbsp; // That's akin to &quot;SetShaderResources&quot; and &quot;SetConstantBuffers&quot;... functions of D3D10+, except you just provide Descriptors array for each Program.<br />
&nbsp; &nbsp; &nbsp; &nbsp; // IB &amp; VB[] are also set using this function. The Program specifies the array layout.<br />
&nbsp; &nbsp; &nbsp; &nbsp; // &quot;Framebuffer&quot; is also specified by Descriptors<br />
<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; /* DRAW */<br />
&nbsp; &nbsp; &nbsp; &nbsp; enum MODE { POINTS, LINES(_ADJ), LINE_STRIP(_ADJ), TRIANGLES(_ADJ), TRIANGLE_STRIP(_ADJ), PATCHES };<br />
&nbsp; &nbsp; &nbsp; &nbsp; void DrawArrays( MODE, First, nVertices, nInstances, BaseInstance );<br />
&nbsp; &nbsp; &nbsp; &nbsp; void DrawElements( MODE, First, nIndices, BaseVertex, nInstances, BaseInstance );<br />
&nbsp; &nbsp; &nbsp; &nbsp; void DrawArraysIndirect( MODE, Descriptor );&nbsp; &nbsp; &nbsp; &nbsp; //Buffer format : First, nVertices, nInstances, BaseInstance<br />
&nbsp; &nbsp; &nbsp; &nbsp; void DrawElementsIndirect( MODE, Descriptor );&nbsp; &nbsp; &nbsp; &nbsp; //Buffer format : First, nIndices, BaseVertex, nInstances, BaseInstance<br />
&nbsp; &nbsp; &nbsp; &nbsp; // w/ First : the starting point in VB(DrawArrays), IB(DrawElements) ; BaseVertex : a constant added to each index before fetching from VB ; BaseInstance : the base instance for use in fetching instanced vertex attributes.<br />
<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; /* DISPATCH */<br />
&nbsp; &nbsp; &nbsp; &nbsp; void Dispatch( nX, nY, nZ );<br />
&nbsp; &nbsp; &nbsp; &nbsp; void DispatchIndirect( Descriptor );&nbsp; &nbsp; &nbsp; &nbsp; //Buffer format : nX, nY, nZ<br />
<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; /* DISPLAY */<br />
&nbsp; &nbsp; &nbsp; &nbsp; void Show( Descriptor left, Descriptor* right, iRefresh );&nbsp; &nbsp; &nbsp; &nbsp; //right is optional for stereoscopy. iRefresh : at which screen refresh to display it. (0=immediatly, 1=next... ; -1=next unless late already in which case immediatly)<br />
&nbsp; &nbsp; &nbsp; &nbsp; // It does not work on a multi sampled Surface.<br />
}<br />
<br />
<br />
Shading Language: similar to CLSL I'd think.</code><hr />
</div>Here are an extended version ideas:<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">/* EXTENDED VERSION */<br />
Device<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; void SetPageFaultHandler( PAGEFAULTHANDLERPROC );&nbsp; &nbsp; &nbsp; &nbsp; //Called either at each individual Page fault, or after each Show(...)<br />
}<br />
<br />
Shader Language:<br />
-Needs access to existing Descriptors and Pipelines. (Optional access to existing CommandQueues ?)<br />
-Needs CreateCommandQueue() &amp; Process( CommandQueue&amp; queue ).<br />
-Needs all CommandQueue functions, except Insert( HEvent ).</code><hr />
</div>I haven't written an application using this API yet (it wouldn't do anything anyway as it's not implemented), but I plan to in order to make sure nothing's missing.<br />
I'd be curious to hear about other programmers ideas, and how well they think it would integrate into their engine(s), and whether it would make their lives easier...</div>

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			<dc:creator>Rodéric</dc:creator>
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