HSR

Started by piriu, 19 January 2004, 12:47:31

Previous topic - Next topic

piriu

How can you improve HSR for Voodoo? Can be more stable and usable for both OpenGl and D3D? Also can you use gouraud shading for rendering far away surfaces? Far away surfaces can have lower quality of lighting.
 

Nightbird

Well, in the Nudrivers5 (since i'm running Me), you have an option for the HSR (D3D beta ; OpenGl and Glide beta)
Are they working ? OpenGl since this is the original feature, yes
I tried also in glide, i would say that the game was "unplayable" with "aggressive tilings"
______________________________________________

In-ter-ac-tive :
The way video games were always meant to be played
______________________________________________

Welcome to 3dfxzone.it Community
_____________________________

dborca

QuoteOriginally posted by Nightbird

Well, in the Nudrivers5 (since i'm running Me), you have an option for the HSR (D3D beta ; OpenGl and Glide beta)
Are they working ? OpenGl since this is the original feature, yes
I tried also in glide, i would say that the game was "unplayable" with "aggressive tilings"
Yep! The (in)famous HSR is nothing but a big can of worms! I doubt it works in OpenGL... and I know it messes up everything in Glide.
Regards,
Daniel Borca

piriu

O.K. about HSR, but at least some object culling(in sw)? Also Voodoo can do some pixel looping in hw? It would be like texturing in multiple passes, but without reads/writes in to the memory.
 

dborca

QuoteOriginally posted by piriu

O.K. about HSR, but at least some object culling(in sw)?
Hmmm... this has to do with the application. There are many ways to cull polygons: Mesa+Glide does polygon culling. If you mean object culling, I imagine it has to do with occlusion queries. Voodoo cannot implement ARB_occlusion_query, because it can't handle multiple queries at a time (as spec requires). It can handle HP_occlusion_test, though! But this DEFINITELY implies the application makes use of such features.

QuoteAlso Voodoo can do some pixel looping in hw? It would be like texturing in multiple passes, but without reads/writes in to the memory.
Pixel looping? I'm not quite following you! Please be more explicit!
Regards,
Daniel Borca

piriu

I mean a route something like this: a pixel enter in the rendering pipeline, is rendered, after that is looping back on the begining of pipeline is rendered second time (second pass), and so on until is having 3 or 4 texture layers(depends of visual effect). Only now, after 3-4 passes is writen in frame buffer. I mean in the first pass is the basic texture, in the second one isthe light map or other texture.
 

Nightbird

QuoteI doubt it works in OpenGL... and I know it messes up everything in Glide
In OpenGl this is like in Glide, same problems [:p]

______________________________________________

In-ter-ac-tive :
The way video games were always meant to be played
______________________________________________

Welcome to 3dfxzone.it Community
_____________________________