3 ms·
I worked on a couple of Xbox games when the Xbox was around. You didn't get much concrete information about it even as part of the official docs. Plenty of stuf
by to3m 11y ago
I worked on a couple of Xbox games when the Xbox was around. You didn't get much concrete information about it even as part of the official docs. Plenty of stuff about the performance characteristics and memory layout for texture/vertex/index data, but nothing low level. I think there might have been enough exposed by D3D to let you bypass it entirely, at least in theory, but you'd have been on your own when it came to figuring out the ins and outs of what needed to go in the FIFO...
I vaguely recall somebody from MS saying on the Xbox developer newsgroups that providing the full information wasn't part of their deal with NVidia, and that was that.
- pandaman 11y agoYes, Microsoft signed a pretty bad contract with NVidia so it could not publish much since the NV owned all the IP rights. When asked about the "push-buffer" layout and format MS would plainly tell "We won't prevent you from figuring it but we are prohibited from telling you directly". So everybody did just that, reversed the push-buffer to write their own APIs/debug tools.