On 1/10/07, Peter Amstutz <[EMAIL PROTECTED]> wrote:
> One thing I've been wondering about -- while their primitives seem to be
> a pretty clever solution to the bandwidth problem, is their graphics
> architechture completely committed to being based on prims?  With the
> rest of the world being based on straight triangle meshes or surface
> patches, their graphics model seems to be completely unable to keep up
> with the state of the art in 3D graphics.

One thing I like about the prim model is that it can be converted to
raytracing and CSG with little to no effort.

(Yes, you can raytrace meshes.  But they look like raytraced meshes.)

Mark Wagner

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