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Latest comments
by Keith Parker
9 hours ago

This is techno-sorcery!

by Bob
13 hours ago

Unite India is here:

there is no need to create a vdb, but it works yes

0 posts
0 questions answered
Truevision3D is focused on building cutting edge development tools at an affordable price. Large studios, indie developers, universities, and government agencies across the globe use our products for games, simulations, training, broadcast, and more. What began as a hobby project in January 1999 has grown into a global company, supporting thousands of clients and community users. As we continue to grow, we are committed to providing the best software, at prices that will continue to further the growth of the independent development marketplace.

The TV3D SDK is an extensive library for 2D and 3D development for games, simulations, and 3D applications. Each of the features listed below can be configured to operate in many different ways, and can be combined to make a unique 3D experience. All of the features have been created for both the novice and advanced programmer alike, with a harmony of simplicity and flexibility being a primary development goal.

Rendering System

The core of the TV3D SDK is a highly optimized rendering engine written in C++ and based upon the DirectX 9.0c platform from Microsoft. Using hundreds of built in shaders that adapt to your hardware, you are ready to take advantage of the hardware of today, and tomorrow.

  • Windowed or fullscreen support, with the ability to switch between modes during rendering
  • 32bits standard rendering pipeline for main buffer rendering
  • 64bits and 128bits floating point rendering pipeline available
  • Multiple viewport mode available in windowed mode
  • Multiple adapter support, with full enumeration of devices and supported rendering modes
  • Antialiasing and Anisotropic filtering up to 16x supported
  • Switch between point, line, and solid rendering modes

HLSL Shader Support

  • Full DirectX 9.0c effect file support for shaders, in HLSL or Assembly
  • Support for Shader Model 1.0 to Shader Model 3.0
  • Extensive support of predefined semantics for access to internal parameters
  • Shaders supported on most TV3D objects, including Mesh, Actor, Landscape, and Minimesh

Landscape and Terrain System

  • Highly optimized chunk based terrain rendering
  • Chunked LOD with geomorphing for progressive LOD
  • Realtime deformable terrain with single or array based point updates
  • Detailed texturing using texture splatting with up to 16 simultaneous layers
  • 8bit or 24bit heightmap support for terrain generation
  • Custom terrain data format for fast terrain loading and parsing
  • Fast altitude queries and collision detection
  • Automated fast culling using internal quadtree
  • Complex integrated water system for realistic looking water

Static Mesh Support

  • Flexible mesh system including on the fly mesh creation
  • Supports meshes up to 16 million triangles and verticies
  • Various vertex formats supported
  • Frustum culling via sphere or box
  • Up to 8 textures per group for combinations of diffuse, normalmap, specular, emissive, heightmap
  • Accurate triangle or bounding volume collision

Animated Meshes (Actors)

  • High performance skeletal or morph target animations
  • Supports 3 skinning modes, including CPU, Blended, and Shader-Based
  • Full support for custom shaders on actors
  • Animation transition support from one animation to another
  • Animation blending with up to 4 simultaneous tracks
  • Exporters for Maya, 3DS Max, and Milkshape3D
  • Included conversion utility for Halflife 1 MDL files
  • Accurate collision detection and mousepicking support
  • Full attachment system for actor bones
  • Bone manipulation via internal calls for custom animation systems

Material and Lighting System

  • Point, Directional, and Spot lights supported
  • Managed lighting system to automatically select the best active lights for the object
  • Standard per-vertex lighting with transform and lighting support
  • Per-pixel lighting with bumpmapping support
  • Offset/Parallax tangent bumpmapping support
  • Cubemap filter for point light and bumpmapping
  • Material system with ambient, diffuse, emissive, specular, and power support
  • Per-Pixel and per-vertex precomputed radiance transfer (PRT) for meshes
  • Lightmap support for meshes and terrain

Particle Systems

  • Multiple emitters and attractors supported per particle system
  • Point sprite, billboard, and minimesh particles can be mixed in one particle system
  • Full keyframe support for particles and particle emitters
  • Spherical, box, and direction emitters supported
  • Direction filtering via cubemap for emitters
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