On Wed, 9 Feb 2005 13:30:38 +0100, Lourens Veen <[EMAIL PROTECTED]> wrote:
> > However, the smaller the triangles the less accurate perspective correction we > need. Essentially, the T&L engine in software will take care of it by moving > the vertices appropriately. Quake 1 did one reciprocal every 16 pixels. > > Maybe we could figure out some way of decreasing perspective correction > quality in exchange for performance as triangles get smaller? I think this idea was rejected early on for this reason: Although the triangles are small and therefore will not show much error when you look at a still frame, not doing it right will introduce a swimminess to moving images that's disturbing to look at. If we're going to do real-time 3D rendering, there are certain things that require a certain minimum accuracy. _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
