View Full Version : tri-passing (one more than multipassing)
06-02-2000, 06:57 PM
I think a very important feature is multi-passing. But what if your scene requires more than 2 passes? There should be a way to do 3 passes of your geometry as easily as doing 2. I think nVidia may have implemented something like this (nvCombineregs), but am unsure.
Anyways I think this should be standardized.
opengl is yet ready to support more than 2 passes: the hw vendors instead not.
the specs (and the header files, too) states that multitexturing allows at most 32 passes.
the combine extension is a generalization of environment modes, plus some other things.
06-17-2000, 01:48 AM
Visit the 'be leaders not followers' thread too, check my message there
06-17-2000, 02:25 PM
Well, nVidia is coming very close to achieving this effect, with all their register combiner extensions available on the geForce Cards (Its how they achieve bumpmapping, specular/diffuse lighting etc.).
Basically the ARB should _really_ start standardizing some way to do perpixel lighting, because all the games coming out in the next year to two will have it as a basic feature. Game Developers can't be writing completely seperate code for different video cards.
<quote>An effective and universal texture layer combination api is required ... </quote>
I agree, its an effective way for graphics to becoming closer to realisim.
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