Technical Q&As
QD3D 91: RAVE Support for Apple 3D Accelerator (20-April-98)
Q
How do I make my application work with the Apple Hardware card?
AYour best bet is to call QuickDraw 3D, since it does all the right things. However, here's a list of some of the pitfalls of the Apple Hardware card.
- You must explictly enable the engine using
QAEngineEnable
.
- You can only create deep-z contexts, and must send triangles with correct z information.
- Texture modulation and highlighting are always turned on, so you must set the texture colors even if you aren't using those texture ops.
- The Apple hardware supports either twelve (12) 128x128x32-bit textures, or three (3) 256x256x32-bit textures, per frame. Textures cannot be deleted to make additional room for more textures. If you don't need texture wrapping, you can put combine smaller textures in a single larger texture, and calculate the appropriate u and v coordinates to choose the smaller texture.
- It can render either to a
GDevice
or to a Memory Device. This hardware can render in single-buffered mode without tearing, so creating single buffered contexts will improve performance.
-- Timothy Carroll
Worldwide Developer Technical Support
Technical Q&As
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