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.
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