On Llu, 2003-08-04 at 21:38, Ian Romanick wrote: > You're right D3D does let you do that. And I have yet to hear a single > ISV or IHV say, "I really like this functionality. It kicks butt!" > Instead what I have heard is, "Can I have my fingernails pulled out > instead?"
You could equally well express most of that functionality -cleanly- in OpenGL IMHO simply with a "to hell with the spec render it roughly ok" option. > taken. For example, it may be possible to render with some settings > fully hardware accelerated but still only get 2 fps. Those cap bits > didn't really help the application there, did they? Thinking back to stuff I did long ago in the 2D game world the engines we did mostly cared about two things "Do it right/do it fast" "Did this path go fast" (I got out of gaming before 3D which is fortunate because I can't do matrices). Was this fast is easy to answer - try it. There are some fine examples of compensating for card speed in the open source cube code. Specifying you don't care quite so much about the spec is very hard to do because the library does the caring. OTOH it also involves the application so it can say what its not too fussed about > Here's something else for you to think about. All of those companies > that make D3D drivers also make GL drivers. Don't you think that if > ISVs (i.e., their customers!) really needed this type of functionality > that at least one of them would have made an EXT or vendor specific > extension to provide it? Yet, none of them have. Ever. Because game customers use D3D ? ------------------------------------------------------- This SF.Net email sponsored by: Free pre-built ASP.NET sites including Data Reports, E-commerce, Portals, and Forums are available now. Download today and enter to win an XBOX or Visual Studio .NET. http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel