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Microsoft Windows Logo Program System and Device Requirements  —  94

B4.1.4.8.2.2 Alpha blending for 3-D graphics. Support for source alpha blending (that is, the blend operation does not require an alpha channel in the render target) and destination alpha blending (that is, the blend operation requires an alpha channel in the render target) is required for all devices. The following table shows the blend modes that must be supported as source and destination factors for alpha blending. All modes must be available in any combination and without dependency on other modes.

Alpha Blending Modes

Blend mode

Source factor

Destination factor

D3DBLEND_BOTHINVSRCALPHA

Required

D3DBLEND_BOTHSRCALPHA

Required

D3DBLEND_DESTALPHA

Required

Required

D3DBLEND_DESTCOLOR

Required

D3DBLEND_INVDESTALPHA

Required

Required

D3DBLEND_INVDESTCOLOR

Required

D3DBLEND_INVSRCALPHA

Required

Required

D3DBLEND_INVSRCCOLOR

Required

D3DBLEND_ONE

Required

Required

D3DBLEND_SRCALPHA

Required

Required

[Deleted]

D3DBLEND_SRCCOLOR

Required

D3DBLEND_ZERO

Required

Required

B4.1.4.8.2.1.3 Lighting and fogging. These requirements include the following:

Flat and Gouraud shading (that is, constant and linear interpolation of per-vertex diffuse and specular color attributes). The linear interpolation need not be perspective-correct.

Specular highlighting through the addition of an RGB specular color, interpolated from per-vertex specular color attributes. The linear interpolation need not be perspective-correct.

Fog effects through blending with an arbitrary RGB fog color. The fog blending term is computed on a per-pixel rather than per-vertex basis, and is range-based (range-based fog) or depth-based (pixel fog). See Windows DDK for definition and discussion of range-based fog and pixel fog.

B4.1.4.8.2.1.4 Driver support for triangle strips and fans. The Direct3D reference rasterizer provided in DirectX supports all of these capabilities.

B4.1.4.8.2.1.5 Hardware complies with texture size limitations. MIP mapping requires that textures of size 1 × 1 be supported. To meet the requirements, a 3-D accelerator must support this lower limit on texture size. The texture units must support square and non-square power-of-two textures (2n × 2m) up to 1024 × 1024 for all texture operations.

Integrated solutions must support destination alpha blending.

B4.1.4.8.3 Texture format 8:8:8:8 alpha RGB (ARGB).

Hardware supports texture formats. Hardware that implements 3D acceleration must support the following 2D, color texture formats:

16 bpp nonpalletized 1:5:5:5 ARGB 16 bpp nonpalletized 4:4:4:4 ARGB 32 bpp nonpalletized 8:8:8:8 ARGB

© 1999-2002 Microsoft Corporation. All rights reserved.

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