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Old January 31st, 2007   #56 (permalink)
guest.r
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Join Date: Mar 2006
Location: EU
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There was an older thread on pbertert's where this was discussed. I can imagine this geometry modification made sooner on the 1.st gen HW plugins and later on the OGL2. The general coding approach can be a hurdle as it turned out to be one regarding the OGL2 multipass.
Next thing, if the "geometry smoothing" is turned on, the results may not be as correct as expected. The GTE engine does some pre-rendering calculations and the gpu must handle an altered set of geometry data.
Ati guys tried it with Truform(tm), which turned to be an early turn in the wrong direction.
1. a game must have support for Truform(tm).
2. Truform(tm) conflicted with advanced rendering thingies as shaders, shading...

Maybe Truform(tm) or a nVidia alternative will emerge/resurrect and the PSX emu advancement show will continue.

Bout HDR. It's all about very bright light sources related with angles of exposure.
But - PSX emu uses offscreen buffers and full precision rendering calculations. One may sleep better now.
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