You may be able to do some tesselation on the CPU at a decent speed. Just make sure you have hardware T&L for the rest. So in other words, you probably can.
You've got things a bit confused.
1) Bitboys came up with EMBM
2) Cube mapping is a form of enviroment mapping
3) You are referencing dot3 bump mapping
To answer the basic question though, they both have advantages in different situations. Now I've not a lot of experiance with actually using...
I'm not saying what as I'm not one to give out competitors roadmaps.. However, I wouldn't take everything said there as being true.
As for Beyond3D, it should be back soon. We came back up for about 2 days and then back down. Soon though, very soon.
Rob,
You are confusing fixed function and vertex shaders. GF2 is fixed function. As vertex shaders become more common, fixed function T&L will get less and less use. When a fixed function pipeline is there and no vertex shader and shaders are used, the fixed function unit shuts off and...
For any app that uses vertex shaders, the GF2 T&L unit shuts off... So as those apps become more and more common, it will be useless. That is why we were waiting to do T&L at 3dfx. Just do a vertex shader and not have a useless T&L unit.
That was just freelance. Though I have been offered full-time positions from others.
btw, if anyone is wondering, the reason I was interested in work at Bitboys is that I was doing some contract work for them originally and so I knew what they were up to before hand....
I can't say how long.. I know how long, I just can't say it. :) So I think that is a positive thing though.
Keep in mind that Bitboys is no longer the 3 person company they were for a VERY long time..
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