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To: Tenchusatsu who wrote (80654)5/9/1999 8:20:00 PM
From: philipah  Respond to of 186894
 
Ten & Thread - Intel's nurture campaign announced.

Ashok Kumar is a cheerleader.

Here's the link:

dailynews.yahoo.com

P



To: Tenchusatsu who wrote (80654)5/9/1999 8:43:00 PM
From: Scumbria  Respond to of 186894
 
Ten,

Transformation and lighting operations are very clearly defined in OpenGL, so there should be little difference in the image quality between hardware and software implementations. Programmers are always resistant to any change which they perceive threatens their job security, but if they want to write programs with competitive performance they will have to use hardware acceleration features.

D3D does not have well defined geometry at the present, but that is being fixed.

Scumbria



To: Tenchusatsu who wrote (80654)5/11/1999 2:58:00 AM
From: Haim Barad  Read Replies (2) | Respond to of 186894
 
In the CAD space, I doubt that HW based T&L is controversial. However, this article came from game developers. In this case, lighting IS controversial. Why? Game developers need ways to differentiate themselves from other game developers. Lighting is one characteristic that game developers love to play games with (no pun intended). There is a real concern that "standardized" lighting models would give the same "look & feel" to all games.

Also, there another concern about turning over the responsibility of lighting to another party (MS or some hardware vendor). A developer would loose a lot of control here.

The above applies to both OpenGL and D3D. It doesn't matter... it's just the way game developers are.

Transformations are well defined and not controversial.

Will HW T&L usage take over CPU T&L? In the CAD space... likely. In the game space, it really depends upon the goal of the game developers. My guess is that the desire to differentiate themselves will leave HW T&L a bit behind for a while...

(oh, and there's always the problem of supporting new features as quickly as the developers want them... e.g. curved surface tessellation and so on).

Haim