On Wednesday 27 July 2005 05:35 pm, Roland Scheidegger wrote: > Patrick McFarland wrote: > > I think ATI really screwed R200 owners then. The shader pipeline > > ultimately is useless. > > Erm, I think you're asking a bit too much for a card of this generation. > It's not like you could do it on a GF3, for example... > The only way a card of that generation would have been able to do such > future unknown functionality is if the fragment pipeline would have been > a lot more generic - but then again it probably would have been too slow > to be really useful, not to mention the longer your program, the more > you'll be hurting from lack of precision generally. > And, I wouldn't say it's really useless. There ARE some apps out there > which indeed can make use of it quite well (doom3 for example, there are > quite some directx applications out there which use the equivalent in > directx (ps 1.4) too).
So why can Doom 3 use R200 pixel shaders, and DRI can't? -- Patrick "Diablo-D3" McFarland || [EMAIL PROTECTED] "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989
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