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To: Scumbria who wrote (76591)3/17/1999 3:19:00 PM
From: Haim Barad  Respond to of 186894
 
You are responding to this message from Scumbria on Mar 17 1999 2:24PM EST

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

I don't know about CAD, but the gaming industry is very sensitive to the lighting algorithms that they use.

If a user is happy with an API defined engine (e.g. OpenGL or D3D) for their geometry/lighting, then I agree that HW would gain acceptance in many cases. However, custom engines would likely stick with CPU based geometry/lighting.

Haim