The ATI RAVE SDK provide all the necessary development information that you will need to get up and running in RAVE quickly. This includes the necessary header and library files as well as sample RAVE programs. This ReadMe primarily describes the contents of the various folders in this development kit.
ATI provides a Registered Developer Program to Macintosh developers using the RAVE API. To find out more about this program as well other resources that we offer, please point your favorite browser to :
An MS Word document detailing what you could do to get the most out of 3D Hardware Acceleration on the Macintosh.
+ ATIRave.technote
An MS Word document detailing ATI's RAVE support.
QD3d 1.5.4 folder
Includes all the necessary header and library files from the Quickdraw3D SDK
Samples folder
+ QD3D Tests:Background
This is a modification of a standard QD3D sample app. The QD3D version shows how to use offscreen GWorlds. The modified version shows how to build the GWorlds so that their pixel memory is on VRAM, and so ATI hardware can accelerate RAVE rendering to it. There is a more detailed discussion of the benefits of putting GWorld's in VRAM in the "ReadMe" found with the "Background" example.
+ QD3D Tests:BoxTex
This is a modification of a standard QD3D sample app. The QD3D version shows how to texture map using a hardware accelerated context. The modified version shows how to access RAVE context pointer from QD3D and how to register for a RAVE callback to access the draw buffer before blitting the draw buffer to the display. This technique could be used to print the contents of offscreen buffers on hardware. There is a more detailed discussion of this method in the "ReadMe" found with the "BoxTex" example.
+ Strip Test
This is a simple test app that demonstrates the benefit of using the RAVE strip/fan triangle interface over using individual discrete triangles. Essentially strips/fans
are over twice as fast as individual triangles.
+ RAVECache
By default RAVE blits its rendering to an on-screen window. But RAVE can also be set up to render to a entirely off-screen buffer. This is sample code showing how to use RAVE to render to an offscreen pixMap, which can be post processed before being BLIT to a window using CopyBits().
+ Sprite
This is a simple demo showing the following:
1) using RAVE texture mapped triangles as sprites;
2) using RAVE bitmaps as sprites;
3) using alpha masking to create transparent sprites;
4) using vertex alpha to blend or fade sprites;
5) shifting and rotate 2D sprites;
6) using texture lighting from vertex colors to tint sprites