1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html> 3 4<head> 5<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 6<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 7<META http-equiv="Content-Style-Type" content="text/css"> 8<LINK rel="stylesheet" type="text/css" href="../../CSS/revolution.css"> 9<title>GD Demos</title> 10</head> 11 12<body> 13 14<h1>GD Demos</h1> 15 16<h2>Location</h2> 17 18<p><font face="Courier New">$REVOLUTION_SDK_ROOT/build/demos/gddemo</font></p> 19 20<h2>Compilation</h2> 21<p>Change directories to <CODE>$REVOLUTION_SDK_ROOT/build/demos/gddemo</CODE> and enter <CODE>make</CODE>. The executable programs (<CODE>.elf</CODE> files) will be generated under <CODE>$REVOLUTION_SDK_ROOT/build/demos/gddemo/bin/RVL/</CODE>.</p> 22 23<h2>Execution</h2> 24<p>Before executing a program, you must configure <CODE>DVDRoot</CODE>. Copy the <CODE>$REVOLUTION_SDK_ROOT/dvddata</CODE> directory to the emulation hard disk drive, and then specify the directory as <CODE>DVDRoot</CODE>.</p> 25<p>Change directories to <CODE>$REVOLUTION_SDK_ROOT/build/demos/gddemo/bin/RVL/</CODE> and take one of the following actions:</p> 26<ul> 27<li>To execute the program, run the <code>ndrun</code> script using a <code>.elf</code> file as an argument.</li> 28<li>Run <CODE>ide</CODE> with a <CODE>.elf</CODE> file as an argument (if you want to debug with CodeWarrior).</li> 29</ul> 30<p>For each of these demos, there are two <CODE>.elf</CODE> files (Revolution executables) and one host PC executable. (Microsoft Visual Studio .NET 2003 or later is required to build executables on the host PC). Workspace and project files are contained in the vc++ subdirectory.</p> 31 32<h2>Description</h2> 33 34<table border="1" width="100%" cellspacing="0"> 35 36 <tr> 37<td><em><strong><code>gd-texture-gc-create<br> gd-texture-gc-load</code></strong></em></td> 38<td>Display list sample with texture state.</td> 39 </tr> 40 <tr> 41<td><em><strong><code>gd-matrix-gc-create<br> gd-matrix-gc-load</code></strong></em></td> 42<td>Display list sample with transform matrices.</td> 43 </tr> 44 <tr> 45<td><em><strong><code>gd-light-gc-create<br> gd-light-gc-load</code></strong></em></td> 46<td>Display list sample with lighting state.</td> 47 </tr> 48 <tr> 49<td><em><strong><code>gd-tev-gc-create<br> gd-tev-gc-load</code></strong></em></td> 50<td>Display list sample with multitexturing shader commands.</td> 51 </tr> 52 <TR> 53<TD><em><strong><code>gd-indtex-gc-create<br> gd-indtex-gc-load</code></strong></em></TD> 54<TD>Display list sample with indirect texturing commands.</TD> 55 </TR> 56 <tr> 57<td><em><strong><code>gd-init-gc-create<br> gd-init-gc-load</code></strong></em></td> 58<td>Display list sample for state initialization.</td> 59 </tr> 60</table> 61<p>The first demo <CODE>.elf</CODE> file (with a name like <CODE>gd-*-gc-create.elf</CODE>) creates display lists during runtime (prior to the first frame of execution) and uses them to render objects.</p> 62<p>The second demo (with a name like <CODE>gd-*-gc-load.elf</CODE>) has basically the same behavior as the first demo; however, this demo loads pregenerated display lists from a file instead of creating them during runtime.</p> 63<p>The host PC executable (with a name like <CODE>gd-*-host.exe</CODE>) creates display lists offline and outputs a file that is loaded by the demo mentioned above. This program calls the same code as the runtime demo for creating a display list (see <CODE>gd-*-create.c</CODE>).</p> 64 65<h2>See Also</h2> 66 67<p><a href="../toc.html" target="contents"><code>GD API</code></a></p> 68<H2>Revision History</H2> 69<P>2006/03/01 Initial version.</P> 70<hr> 71<P>CONFIDENTIAL</p> 72</body> 73</html>