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To: Haim Barad who wrote (76569)3/17/1999 11:33:00 AM
From: Scumbria  Respond to of 186894
 
Haim,

Depth complexities of 100 are very rare

I have been told that depth complexities of 1000 are used in the CAD business.

Also if a SW geometry engine is not in front of the HW, then all the content (even backfacing and completely clipped primitives) will be sent over the bus to the HW. This exacerbation of bus traffic over a SW geometry engine isn't a clear win for HW engines. It's going to be content driven.

An AGP 4x system with a sophisticated geometry engine and onboard texture memory will produce extremely fast rendering, with minimal bus utilization.

Scumbria



To: Haim Barad who wrote (76569)3/17/1999 2:25:00 PM
From: Scumbria  Read Replies (1) | Respond to of 186894
 
Haim,

Certainly, it's not a clear case that HW geometry engines will completely replace SW engines. Many SW vendors will not use a "standard" lighting algorithm and prefer to light their own vertices.

The OpenGL spec is fairly specific about their lighting algorithms. If you had a choice between high speed OpenGL compliant lighting, or considerably slower proprietary lighting, which would you choose?

It does not seem a wise choice to deliberately choose a slower algorithm, for most applications. (Unless you are doing something unusual like ray-tracing.)

Scumbria