ATI Knight Demos.

WARNING: These demos require DirectX5.

There are three demos in this set:
1) CGDC Demo - This is the CGDC demo.  It shows off some neat features of the chip.
2) Morph - This is a subset of the CGDC demo.  It shows the knight doing single-pass texture
	compositing.
3) VQ - This is the VQ demo.  It shows the difference between a 16-bit RGB scene and a VQ scene.

1) CGDC Demo:
	This is the CGDC demo.  Things to note are:
		a) The knight does a single-pass texture composite from stone to armor.
		b) Real-time shadows through use of alpha.
		c) Alpha-blended textures in the dragon's wings.

	The keyboard is used as follows:
		1		- Turn off/on sky
		2		- Turn off/on landscape
		3		- Turn off/on castle
		4		- Turn off/on knight
		6		- Turn off/on depth cueing
		7		- Turn off/on lighting
		8		- Turn off/on user object (dragon and sphincter)
		9		- Turn on/off timing information
		0		- Turn off/on display
		S		- Take a screen shot (saved to c:\dump####.tga, where #### is replaced by the screen shot number)
		P		- Pause on/off
		K		- Keyboard flight mode on/off
		R		- Restart
		SPACE	- Step forward one tick (1/30th of a second) when paused
		ESC		- Exit


2) Morph:
	This demo shows just the knight morphing back and forth from stone to armor and back.  It shows
	off the RagePRO's single-pass texture compositing capability.  This demo only shows use of a
	single set of 'U' and 'V' values, however the RagePRO can support separate 'U', 'V' and 'W' values
	for each texturemap to allow true morphing (instead of "fading") from one texture to the other.

	The keyboard is used as follows:
		1		- Turn off/on sky
		2		- Turn off/on landscape
		4		- Turn off/on knight
		6		- Turn off/on depth cueing
		7		- Turn off/on lighting
		0		- Turn off/on display
		S		- Take a screen shot (saved to c:\dump####.tga, where #### is replaced by the screen shot number)
		P		- Pause on/off
		K		- Keyboard flight mode on/off
		SPACE	- Step forward one tick (1/30th of a second) when paused
		ESC		- Exit

	The keyboard flight mode controls are the same as the CGDC demo.

3) VQ:
	This demo shows the dragon in a scene using both RGB1555 and VQ compression.  VQ (Vector
	Quantization) compression gives texture space and bandwidth reduction of a constant 8:1 ratio over
	16-bit textures.

	The keyboard is used as follows:
		1		- Turn off/on sky
		2		- Turn off/on landscape
		4		- Turn off/on knight
		6		- Turn off/on depth cueing
		7		- Turn off/on lighting
		0		- Turn off/on display
		K		- Keyboard flight mode on/off
		S		- Toggle between split-screen/full-screen mode
		SPACE	- In full-screen mode, toggle between RGB1555 and VQ textures.
		ESC		- Exit

	In the RGB1555 scene, the ground and dragon are RGB1555 and the clouds are CI8.
	In the VQ scene, all textures are VQ.

	Texture     |   Size   | Format  | Original Size | VQ Size |
	------------+----------+---------+---------------+---------+
	Dragon      | 512x512  | RGB1555 |      512k     |   64k   |
	Landscape   | 256x256  | RGB1555 |      128k     |   16k   |
	Skyline     | 1024x256 | CI8     |      256k     |   64k   |
	------------+----------+---------+---------------+---------+
	Total                            |      896k     |   144k  |



Re-building
-----------

To rebuild any of the demos, go into the proper directory (Demo, VQ or Morph) and type
	"nmake" or "nmake CFG=Release" to make the release version.
	"nmake CFG=Debug" to make the debug version.

	The new executable will be in the "Release\" or "Debug\" directories.

This has only been tested with MSVC v4.2

In addition, you may need to set the include and library directories for DirectX and the
RageSDK.  These are defined in the makefile.
