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13
14<h1>VI Demos</h1>
15
16<h2>Location</h2>
17
18<p><CODE>$REVOLUTION_SDK_ROOT/build/demos/videmo</CODE></p>
19
20<h2>Compilation</h2>
21
22<p>Go to the directory <CODE>$REVOLUTION_SDK_ROOT/build/demos/videmo</CODE> and enter <CODE>make</CODE>. The executable file (<fontface="Courier New">*.elf</font> file) will be created in the directory <fontface="Courier New">$REVOLUTION_SDK_ROOT/build/demos/videmo/bin/RVL/</font>.</p>
23
24<h2>Execution</h2>
25
26<p>You must configure <CODE>DVDRoot</CODE> before execution. Be sure to specify the folder name <font face="Courier New">$REVOLUTION_SDK_ROOT/dvddata</CODE> as the <CODE>DvdRoot</CODE> argument of the <fontface="Courier New">SetNdEnv</CODE> command. </p>
27
28<p>Go to the directory <font face="Courier New">$REVOLUTION_SDK_ROOT/build/demos/videmo/bin/RVL/</font> and do one of the following:
29
30<ul>
31<li>�uTo simply run the application, execute the script <code>XXX</code> (for NDEV) or <code>XXX</code> (for XXX) with the<font face="Courier New">.elf</font> file as the argument.</li>
32<li>�uRun <CODE>ide</CODE> with a <CODE>.elf</CODE> file as an argument (if you want to debug with CodeWarrior).</li>
33</ul>
34
35<h2>Description</h2>
36
37<table border="0" width="776">
38<TBODY>
39  <tr>
40<td width="161"><em><strong><code><STRONG><EM><CODE>color</CODE></EM></STRONG></code></strong></em></td>
41<td width="607"><span>Sample on double-field frame buffers.</span></td>
42  </tr>
43  <tr>
44    <td width="161"></td>
45<td width="607"><span>This demo paints all the screen with a single color and changes the color once a second.</span></td>
46  </tr>
47  <tr>
48<td width="161"><em><strong><code>moving</code></strong></em></td>
49<td width="607"><span>Sample on single-field 60Hz rendering (field rendering).</span></td>
50  </tr>
51  <tr>
52    <td width="161"></td>
53<td width="607">This demo renders the screen with a simple pattern and moves it. Sample to show how to use <a href="../VIGetNextField.html"><code>VIGetNextField</code></a> in field-rendering mode.</td>
54  </tr>
55
56
57  <tr>
58<td width="161"><em><strong><code>moving.30Hz</code></strong></em></td>
59<td width="607"><span>Sample on 30Hz rendering.</span></td>
60  </tr>
61  <tr>
62    <td width="161"></td>
63<td width="607">This demo works similarly to the <font face="Courier New">moving</font> demo, but in 30Hz. It shows how to make 30Hz games.</td>
64  </tr>
65
66
67
68
69  <tr>
70<td width="161"><em><strong><code>moving.Progressive</code></strong></em></td>
71<td width="607"><span>Progressive Display Sample</span></td>
72  </tr>
73  <tr>
74    <td width="161"></td>
75<td width="607">This demo is the same as the <font face="Courier New">moving</font> demo, except that is uses progressive scan for the display. This demo shows how to make progressive display settings.</td>
76  </tr>
77
78
79
80
81  <tr>
82<td width="161"><em><strong><code>viewer</code></strong></em></td>
83<td width="607"><span>BMP file viewer.</span></td>
84  </tr>
85  <tr>
86    <td width="161"></td>
87<td width="607">This demo opens all BMP files under <font face="Courier New">DVDRoot/pictures</font> and displays them on screen. Files with with the extensions &quot;BMA&quot; and &quot;BMB&quot; are pairs and appear on screen simultaneously. The &quot;BMA&quot; file is treated as the image for the &quot;above&quot; field and the &quot;BMB&quot; file is treated as the image for the &quot;below&quot; field. (For an explanation of &quot;above&quot; and &quot;below&quot; fields, see &quot;Video Interface Library (VI)&quot; in the <em>Dolphin Graphics Programmer's Guide</em>.))</td>
88  </tr>
89  <tr>
90    <td width="161"></td>
91<td width="607">Six versions of the viewer are generated. The &quot;<font face="Courier New">viewer_NTSC_INT</font>&quot; viewer is for NTSC interlaced mode, the &quot;<font face="Courier New">viewer_NTSC_DS</font>&quot; viewer is for NTSC double-strike mode, and so on.</td>
92  </tr>
93  <tr>
94    <td width="161"></td>
95<td width="607">To add a picture, place the BMP file in the <font face="Courier New">DVDRoot/pictures</font> directory. Any files with extensions other than &quot;BMP&quot;, &quot;BMA&quot;, and &quot;BMB&quot; are ignored. Subdirectories under the &quot;<font face="Courier New">pictures</font>&quot; directory are also ignored.</td>
96  </tr>
97
98
99
100  <tr>
101<td><b><i>smp-onetri_PAL</i></b></td>
102<td>This is a PAL version of smp-onetri sample demo. For more information, see the <a href="../../gx/sampledemos/Simple/smp-onetri.html">GX Sample Demo Manual</a>.   </td>
103  </tr>
104
105  <tr>
106    <td></td>
107<td>By default, this demo shows PAL 50Hz mode using Y scaling. By pressing the A button, you can toggle the mode to PAL 60, then PAL 50Hz with black bars, and then back to PAL 50Hz using Y scaling.</td>
108  </tr>
109
110
111
112
113
114
115  <tr>
116<td><b><i>smp-onetri_Progressive</i></b></td>
117<td>This sample tests switching from interlace to progressive using the smp_onetri sample demo.   </td>
118  </tr>
119
120  <tr>
121    <td></td>
122    <td>
123This sample demo shows how to check the VI retrace interrupt timing and test for delay when switching from interlace to progressive scan. If the VI retrace interrupt is delayed, the display may not switch to progressive scan correctly.
124
125This demo first carries out interlaced scan and then automatically switches to progressive scan after about five seconds (six seconds when using PAL). After switching to progressive scan, the result of the progressive switching test (the number of times the VI retrace interrupt was delayed) is displayed on the console. If there is no problem, test results are OK (the VI retrace interrupt delay count = 0). OK always results when using this demo.</br>
126
127If the test results are not good (the VI retrace interrupt delay count is greater than zero) when conducting similar tests in your own applicatons, check whether interrupts are being disabled for long periods during gameplay.
128
129    </td>
130  </tr>
131
132
133
134
135  <tr>
136<td><b><i>frb-vi-gamma</i></b></td>
137<td>This test adds a VI gamma correction feature to the GX gamma demo <a href="../../gx/sampledemos/Framebuffer/frb-gamma.html">(<code>frb-gamma</code></a>).   </td>
138  </tr>
139
140  <tr>
141    <td></td>
142    <td>
143Revolution has two gamma correction modes. One is GX-based gamma correction; the other is VI-based gamma correction. This program tests both GX and VI gamma correction modes. Toggle between the GX and VI gamma correction modes with the Z trigger. For details on other operations, see the page on the <a href="../../gx/sampledemos/Framebuffer/frb-gamma.html"><code>frb-gamma</code></a> demo.
144
145    </td>
146  </tr>
147
148
149
150  <tr>
151<td><b><i>cross-color</i></b></td>
152<td>Represents the test used to check the trap filter feature (<a href="../VISetTrapFilter.html"><code>VISetTrapFilter</code></a>).   </td>
153  </tr>
154
155  <tr>
156    <td></td>
157    <td>
158The trap filter feature is disabled by default under this demo. Toggles enabled/disabled status for trap filter settings each time the A Button is pressed. Outputs the current status of trap filter settings to the console output. If trap filter settings are disabled, cross color phenomena appear.
159
160    </td>
161  </tr>
162
163
164
165
166</TBODY>
167</table>
168
169
170<h2>See Also</h2>
171
172<p>
173<a href="../toc.html"><code>VI Functions</code></a><br> <a href="../../gx/sampledemos/Framebuffer/frb-gamma.html"><code>frb-gamma</code></a>
174</p>
175
176<H2>Revision History</H2>
177<P>
1787/22/2006 Added a cross-color test.<br>6/16/2006 Added frb-vi-gamma test.<br>6/5/2006 Revised the description of the DVDROOT settings.<br>6/5/2006 Added the moving.Progressive test and smp-onetri_Progressive test.<br>03/01/2006 Initial version. <BR>
179
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