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Preface | ix |
1. Introduction to the Skeleton Pipeline | 1 |
| ...About the Skeleton Pipeline | 1 |
| ...Overview of XGL Architecture | 2 |
| ...Design Considerations | 4 |
| ...Files Provided With the Skeleton Pipeline | 4 |
2. Building the Reference Pipelines | 7 |
| ...Reference Pipelines Provided with the XGL DDK | 7 |
| ...Software Prerequisites | 8 |
| ...Space Requirements | 9 |
| ...Steps for Building the Reference Pipelines | 9 |
3. Implementing the Skeleton Pixel-Level Graphics Handler . | 13 |
| ...About Pixel-Level Rendering | 13 |
| ...Steps for Implementing Pixel-Level Rendering | 14 |
| ......· Choosing a Name for the Graphics Handler | 15 |
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| ......· Copying and Renaming the Skeleton Files | 15 |
| ......· Editing Files to Rename the Pipeline Binary | 16 |
| ......· Editing the Skeleton Pipeline Interface Files | 17 |
| ......· Implementing PixRect Support | 20 |
| ......· Building the Device Pipeline | 22 |
| ......· Testing the Device Pipeline | 22 |
4. Implementing Accelerated Primitives | 25 |
| ...About Rendering and Attribute Handling | 25 |
| ......Rendering in the Skeleton Pipeline | 27 |
| ...Steps for Implementing the Skeleton Renderers | 28 |
| ......· Implementing the 2D Polygon Renderer | 29 |
| ......· Implementing the 3D Multipolyline Renderer | 35 |
A. Example Hardware Initialization Code | 43 |
| ...Hardware Initialization Code for the GX Frame Buffer | 43 |