>I've just got myself a 3Dfx card (MacPicasso 540 + 3D Overdrive), and am >wowed by the speed I'm now getting on 3D images (F/A 18 Korea and NanoSaur >are amazing) > >But being the kind of person who would much rather write a clock program >than look at my watch, I am of course now intrigued about connecting FB to >the 3Dfx and RAVE processors I have available. > >If anyone knows anything about Quickdraw 3D / RAVE / 3Dfx, I'd be very >grateful if they could Email me with a few pointers / Web Sites / Books to >start me going. The best, and possibly the only effective way to access all the various 3D and 2D accellerations products (short of writing your own code to detect what's available, with special cases for each one...) is probably GameSprockets. While it's written with C heavily in mind, it _is_ callable from FBII - I hacked together a "multiple monitor selector" by calling GS "manually"; couldn't spend the time to really get it clean and reliable, at least without taking the "easy way out" and writing some C wrapper code, but it can be done. (I "got results"; but not necessarily the ones I was expecting, and in the process I learned enough about multiple monitors that I just wrote what I needed in FB itself, bypassing GS... I'm no assembly guru to work out what was wrong with my GS calls. Wasn't worried about accelleration, joysticks, etc. at that time.) The primary complexity is dealing with 68K vs. PPC issues in the calls. FB^3 should have a nice, clean access path to GS. :-) Once you have GS calls working, you just do all your "drawing" using it, and it'll deal with dropping frames or reducing complexity as needed for the Mac it's running on, based on the availability of accellerators, CPU speed, etc. There are a number of good documents on GameSprockets at Apple's site, under TechNotes, etc. The team behind the code is very responsive as well; about like the Bento guys were a couple years ago. Bill