| Retained 
  Mode: Putting it all together By: Jack Hoxley
 Written: June 2000
 Download: 
  RM_Complete.Zip 
  (103kb)
 
 There is one inherant problem 
  with reading lots of tutorials - you can learn every aspect of a subject, yet 
  still not be able to create a proper program. This feature is less of a tutorial 
  and more of a guide. In it I will show you how to use your retained mode knowledge 
  to create a simple program. The program in particular will 
  be a logo program. The idea behind it is to create a titlescreen type effect 
  that stands out from the crowd. It will use the following features: 
  Enumeration - to select hardware 
    or softwareLoading in a primative to 
    hold our logoLoading and using a texture 
    as our logoUsing rotation and movement 
    to modify our primativeUsing dramatic lighting to 
    enhance the graphics of our logo screen. Why use retained mode for this? 
  Retained mode is simple; this project will take half as much time to create 
  than if I had written it for immediate mode. As well as this, retained mode 
  isn't really appropriate for games (the other possible project) any more - If 
  I were to write a game it would be in immediate mode. The first part that the user 
  sees is an options dialog; this is quite common in games, it allows the user 
  to select various options to suit their computer setup. Mine looks like this: This is a screen 
  shot from my Pentium 166, which only supports software rendering; normally Hardware 
  would also appear in the combo box; and be the default selection. Then there 
  is detail settings. This is nothing to do with code; when I built the objects 
  in 3D Studio Max I made two identical versions; one with a high poygon count; 
  the other with a low polygon count, this is taken to the extreme here, as you 
  can very easily tell the difference in the models - normally the difference 
  would be very subtle. The third combo box deals with the resolution. The higher 
  the resolution the lower the frame rate, and the higher the resolution the better 
  quality the image is. The code automatically picks out resolutions between 600x400 
  and 1024x768 - as we dont want any of the weird low resolutions. It also stops 
  any 8bit colour modes coming through - as some graphics cards have problems 
  rendering in 8bit colour (and it looks really bad any way). The next two screen 
  shots are from the actual program itself: The first picture 
  is the low-detail version; and you can quite easily see that the torus's (donuts) 
  are more angular, whereas the lower picture is the high-detail version and quite 
  clearly looks better, and has noticably smooth curves. The colour is different 
  on each one because the light changes - it fades through the colours. This can 
  only be understood/seen by running the program. The actual movement 
  of the logo is done through rotation. It consistes of a central object with 
  the logo as a texture, and it has 4 torus's rotating around it. All four torus's 
  are identical, and come from the same file (keeps down file size), but each 
  one is slightly bigger than the previous one. They work in pairs, the first 
  and third, and the second and fourth. The first pair rotates vertically, and 
  the second pair rotates horizontally. This creates an interesting effect, similiar 
  to those little models you find on peoples desks... You can downlaod 
  the program from the top of the page, or from the downloads 
  page. Please note the notice on the options dialog - Clone Software exists, 
  so you cannot copy the name. |