3D Graphics Programming with QuickDraw 3D 1.5.4

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Drawing Engines

A drawing engine is a plug-in software module that accepts drawing commands and produces a rasterized image. QuickDraw 3D RAVE is designed to make it easy for you to add drawing engines to those already available. When you register a drawing engine, it thereby becomes available for use by any application or system software running on a Macintosh computer.

QuickDraw 3D RAVE expects that a drawing engine will have a certain minimum set of required features and possibly one or more optional features. Every drawing engine must provide these features:

In addition to the required features, a drawing engine may support one or more of these optional features:

The interactive renderer supplied as part of QuickDraw 3D uses a software-only drawing engine that can draw to any available device. In addition to the required features listed earlier, the drawing engine supplied with the interactive renderer supports these optional features:

It's important to keep in mind that a drawing engine is a low-level 3D driver and hence does not support some features found in higher-level interfaces. The current programming interfaces to drawing engines do not support any of these features:

Because of these limitations, most applications should not use QuickDraw 3D RAVE directly. Instead, you should use the high-level programming interfaces provided by QuickDraw 3D or other system software that provides 3D capabilities.

QuickDraw 3D RAVE does not require that a drawing engine be capable of drawing to all devices available on a particular computer. Rather, a particular drawing engine may support only a single output device. For example, a drawing engine that uses a frame buffer's built-in 3D acceleration hardware may be incapable of rendering to any other device. As a result, QuickDraw 3D RAVE won't allow some other device to be associated with that drawing engine. This means that QuickDraw 3D RAVE does not provide automatic support for drawing into windows that cross multiple devices. Instead, it is the application's responsibility to determine when a window does straddle devices and to construct multiple draw contexts (described next) for the output image.


© 1997 Apple Computer, Inc.

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