NVIDIA Developer FAQ
SUPPORTING THE NV ARCHITECTURE
DEVELOPER QUESTIONS:
Q: Should I write my application using NVLIB or DirectX APIs? Q: When would you say is the best time to write my application for the NV architecture using NVLib? Q: By writing to the NV architecture in order to use some of these capabilities, must I get rid of all of my existing code? Q: What do I need to know to write to the NV architecture? Q: What's involved in writing my application to the NV architecture?
SDK QUESTIONS:
OPERATING ENVIRONMENTS OTHER THAN WINDOWS 95 QUESTIONS:Q: How do I get the NVIDIA SDK? Q: What is the core of NVIDIA's SDK? Q: Does NV have a rendering library? Q: What else is in the full SDK?
DEVELOPER QUESTIONS AND ANSWERSQ: Why does the NV architecture run under Windows? Q: Can I write applications for NT, Linux and other UNIX variants, customer hardware, PCI-based, Macintosh, PCI-based workstations, etc.? Q: If the resource manager runs under Windows, how does it work in a DOS environment? Q: If I have a DOS-based applications, how can I get access to NV features?
Q: Should I write my application using NVLIB or DirectX APIs?SDK QUESTIONS AND ANSWERS:A: The decision is obviously yours to make based on the type of experience you want to deliver to consumers. Software APIs such as Microsoft's DirectX suite allow you to program for DirectX and move your application (ie: game) to multiple hardware platforms. NVIDIA delivers high-quality, fast drivers that support Windows graphics and multimedia, as well as the full suite of DirectX APIs. Using NVLib to further optimize your application will deliver a more intense PC experience to the consumer.
Q: When would you say is the best time to write my application for the NV architecture using NVLib?
A: Some issues to consider are:
Q: By writing to the NV architecture in order to use some of these capabilities, must I get rid of all of my existing code?
- Do you want lightning fast performance?
- Do you want perspective corrected texture mapping done in hardware?
- Would you like to use DMA to read the game port instead of having to poll it?
- Would you like to kick off multiple precisely-timed audio streams mixed in hardware?
- If the answer to the above questions are yes, then writing an application optimized for the NV architecture is the way to go. For more information on how to register to receive the Software Development Kit go to the registration form in the developers section of this web site.
A: No. You can use a combination of APIs to create to vary the intensity of the experience delivered in your game. By using Windows GDI, or any of the DirectX APIs (DirectDraw, Direct3D for rendering, DirectSound for audio, DirectInput to access the joystick and SegaSaturn game controllers). Since the NV Unified Media Architecture permits multiple simultaneous clients concurrent access to the hardware, you can mix and match calls to standard libraries with your own direct hardware access. These libraries eventually "talk" to the hardware for you. For example, the NV DirectSound driver provides high-performance, low-latency audio capabilities, so we recommend that applications use DirectSound calls to play audio while going direct to the hardware to render blended textures. Similarly, you can use DirectDraw to blit backgrounds along with NV rendering for lit textured surfaces.
Q: How do I get the NVIDIA SDK?A: NVIDIA offers NVLIB, which is an open, multimedia library, along with a set of SDK files required to program to the NV architecture. You can register to receive the SDK by completing and submitting the registration form in the NVenting with NVidia section of this site.
Q: What is the core of NVIDIA's SDK?
A: We deliver an architecture which contains a header file that expresses the register offsets of functional units of the NV architecture (
), another header file that has a handful of functionality is in the NV Windows 95 drivers that you receive with your hardware. Q: Does NV have a rendering library?
A: Yes, NVLIB. Developers want a simple way to get up and running without a seemingly endless among of hardware programming. NVLIB has a complete set of functions to initialize the hardware and render various geometrical primitives to it. Additionally, it has audio playback, game port primitives, full source code for NVLIB and test programs for Windows 95, DirectDraw and DOS that use it.
A: A fair amount of other sample code (in addition to the source code to NVLIB) along with some preliminary documentation to get you started (which is in Adobe Acrobat format).
Q: Why does the NV architecture run under Windows?
A: NVIDIA has chosen to target interactive entertainment as a primary market, and Windows seems to be the operating environment of choice in that arena.
A: NV-direct applications do not support those environments today as our main focus is in the interactive entertainment market which is primarily Windows-based.
Q: If the resource manager runs under Windows, how does it work in a DOS environment?
A: Under DOS real mode, using a combination of hardware (VGA registers, some MPU-401 registers) and software including a VGA BIOS and a TSR, NVIDIA's architecture supports standards including VGA, Super VGA, MPU-401 and an IBM joystick.
Q: If I have a DOS-based applications, how can I get access to NV features?
A: Your DOS applications will run on NV because we support the various real-mode standards. Alternately, you can use NVLIB in DOS to do your rendering.
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