   DirectX 9 Software Rendering
  I've created some new software rendering demos. This time it's completely based on ps/vs 2.0: PhongCar. You might recognise the model; it's from the ATI car demo. PhongCar uses per-pixel diffuse and specular bump mapping. BumpCar uses only diffuse bump mapping. SmoothCar is just to show the difference without bump maps. The light is located at the camera position and there's no attenuation yet, though I'll make a new version with more features soon. If you notice any bugs or other strange behaviour, please report them! It's crucial to me and the Alias25 Game Library it is being integrated in. (Part of the credit for the demo goes to Scali. He provided me with the original implementation on the old, publically available version of swShader.)[edited by - c0d1f1ed on February 16, 2004 6:54:46 AM]
  On the PhongCar demo: - When the user has their desktop in 16bit mode and runs the app in a window, it does not behave a expected (like this).  When it''s run in 32bit mode, though, it works fine.  - It looks like you are in need of some anti-aliasing.  The car''s edges look pretty jagged.   Dustin Franklin   Mircrosoft DirectX MVP ;  Thanks for notifying!I already have the code to write 16-bit color. Just need to detect desktop color depth... 