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To: Scumbria who wrote (76561)3/17/1999 9:40:00 AM
From: Jeff Mills  Read Replies (1) | Respond to of 186894
 
DJ 03/17 09:36 +FTC APPROVES SETTLEMENT OF INTEL ANTITRUST CASE
DJ 03/17 09:36 [CPQ,INGR,INTC] *INTEL BARRED FROM WITHHOLDING TECHNICAL INFO FROM CUSTOMERS



To: Scumbria who wrote (76561)3/17/1999 10:05:00 AM
From: Haim Barad  Read Replies (2) | Respond to of 186894
 
You are responding to this message from Scumbria on Mar 17 1999 9:31AM EST

Amy,
Which area of graphics?

I was referring to the way that 3D-graphics processors accelerate the rendering of graphics images. Even state of the art graphics processors provide a limited feature set, and use inefficient algorithms for those features that they do accelerate.

One example is that all geometries in a scene are shaded (colored) and texture mapped, even if they are completely hidden and will ultimately not be written into the framebuffer.

Scumbria


I'm really surprised that you would write something like this. Maybe I'm misunderstanding your statement... so I apologize in advance if I misinterpreted it. Here goes...

Your last statement is completely untrue. Any decent scene manager and geometry engine gets rid of most of the "invisible" geometries (i.e. triangles) before it ever gets to the rasterizer (i.e. 3D HW card). Proper scene management, view frustrum clipping, backface culling will get rid of most of the "world" model. Of course, depth complexity within the scene must be still handled.

Did I misunderstand you? I was surprised to hear you say this.

Haim