Muli3D is a rendering library which implements features of current graphics hardware in software. The focus is on ease of use and clear code; therefore Muli3D is best suited for research and teaching.
Be the first to post a text review of Muli3D. Rate and review a project by clicking thumbs up or thumbs down in the right column.
- Release comes with a MS Visual Studio .NET 2003 workspace. - Cleaned up project workspace. - Depthbounding allows the restriction of drawing operations to a specified depth range. - Fixed typo CMuli3DVertexFormat::iGetNumVertexElement[e]s(). - Added copy-constructors to math-classes. - Other minor changes which resulted in negligible performance increase.
- Juha Niemimaki <jniemima@mail.student.oulu.fi> did an incredible job at porting Muli3D to AmigaOS 4! His work is included in this release. If you have access to an AmigaOS 4 computer we'd be glad if you could test Muli3D and report problems in case they should appear. Thanks, Juha, for your contribution! - Replaced the matrix inversion code, old code produced incorrect results.
- This release comes with four new samples: Crystal, a recreation of an ATI Radeon 8500 sample. Mandelbrot, a sample demonstrating the use of pixel shaders to render fractals. VolumeTexture, which shows the use of volumetric textures. Plus a raytracer, which has been implemented using vertex- and pixel shaders and would be easy to port to vs3.0/ps3.0 graphics hardware. - Added a vertex cache and got rid of the limitation which would only allow a certain amount of vertices per draw*primitive-call. - DrawIndexedPrimitive: parameter i_iBaseVertexIndex had no effect. - Streamlined and split up the math-library into several files similar to the way the muli3d-core is handled. - Volume textures can now be used: added the missing function iGetDepth and enabled the texture-creation function. - The vertex shader function GetOutputRegisters() is now evaluated before rendering. The same applies to the pixel shader function bMightKillPixels(). - Added OBJ-model loading support to the application framework. - Implemented alpha-blending in the LightFlare-sample.
This release comes with four new samples: Crystal, a recreation of an ATI Radeon 8500 sample. Mandelbrot, a sample demonstrating the use of pixel shaders to render fractals. VolumeTexture, which shows the use of volumetric textures. Plus a raytracer, which has been implemented using vertex- and pixel shaders and would be easy to port to vs3.0/ps3.0 graphics hardware. For a list have other changes see the changelog.
- Partial derivatives are now calculated correctly. - vGetDdx() and vGetDdy() have been combined into a single function returning derivatives with respect to x and y. This reduces the overhead of calling the individiual functions seperately + both derivatives are usually needed anyway. - Added a new sample 'Checkerboard', which makes use of partial derivatives to draw an antialiased checkerboard using procedural texturing.
- This release comes with a new, faster and cleaner implementation of the rasterizer core functions. - Clipping code received a face lift + supports user clip planes. - Scissor testing is implemented through clipping in screenspace. - The old mip-mapping code has been dropped: Partial derivatives can now be computed in pixel shaders and are used for miplevel-calculations.
Be the first person to add a text review.
Copyright © 2009 Geeknet, Inc. All rights reserved. Terms of Use
Thanks for your rating!
Would you also like to write a review?