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      Something was happened with me after 1999, when I got a computer... DOS, tasm, Watcom 10, DOS4GW influenced me a lot. I was atrtacted by x86 assembler, video mode 0x13h and graphics. A little bit later assembler grew into C, DOS acquired DOS4GW expander. I will always remember fully assembler-written function of lightened textured polygons rendering with Z-buffer and MMX support in the 16-bit video mode :) It seems to be strange, but this function worked really fast. It was possible to draw thousands of polygons in the 640x480x16bit mode. But it was a limit of bandwidth of video memory in the DOS mode. Therefore the next step was DirectX and my own software rending functions. After the changing of videocard from ATI Rage2C to Rage128Pro I realized that it's impossible to overtake it and it's necessary to renounce of the software render. So it was the begining of hardware acceleration era :) Second version of DirectX left irremovable trace on me becouse of it's inconvenient API. There were DirectX 6 or 7 in that time, so I began to study them, but...

      It was Slackware Linux 7.1, which was simultaneously simple and hard to undestand. Besides that, it contained enumerous sources, and it was possible to compile them and have as a result a real operating system. I became spending more and more time in Linux and it fluently became understandable and predictive operating system like DOS, but their capabilities couldn't be compared. As I turned on hardware acceleration in the X Window system, I continued to be occupied with the graphics. That time it was OpenGL, so DirectX ended for me. I suppose that OpenGL could be compared with Linux - both of them are simple and intuitively understandable. Being familar with OpenGL at the level of Rage128, I was unpleasantly surprized with absence of hardware Stencil buffer in the driver. I was unable to made a lot of things because of this trouble. Then there was more powerful GF2MX400 without driver problems.

      I don't know why, but I wished to write my own operating system approximately in that time. So, it was the early beginning of the session time in the University, but I was unable to tear off from the compiler... A month later I somehow closed session and got a working operating system :) It was able to: boot itself from floppy disk, set protect mode, set paging, run and switch tasks and allocate memory. There was also a keyboard driver. Development of operating system fusion had stopped at that moment, because it became routine. In the 5th of May, 2002 web-site http://frustum.tomsk.ru/, which was filled with my programs, had appeared in the Net. Approximately in that time vertex shaders appeared, but I didn't like it at all. There was no hardware support of shaders in the GF2MX400, and it worked very slowly on the 416 MHz Celeron.

      It was a little rememberance about period of 1999-2002. Further the pace of events began increasing more and more. Right now I don't remember it, may be I will write about it in the couple of years... But not now. I could say only one thing - all of this is open source and 3D graphics.

      Strange as it seems, but all of this time I has been studying in the University in the non-computer speciality. Right now I'm a bachelor of radiophysics and now I'm working for my Master's degree.

      Some official words: I was born in the 9th of October, 1982, in Russia (as it could be clearly understood from the "RUS" words on this site) :). My name is Zaprjagaev Alexander, I live in Tomsk.

Thanks for the help to:

  • ATI Technologies Inc. // RADEON X800 XL
  • Saurav Mohapatra // Western Union donation
  • pdaXrom team // partial hosting prolongation
  • NVidia corp. // GeForce 6800 GT
  • Dmitri Romanov // Western Union donation
  • Igor Karpov // Western Union donation
  • Kwanhee Seo // Western Union donation



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