[I posted this elsewhere but realising I was hi-jacking a topic there, let's try here...]
Does the deferring of rendering pose any difficulty for the free access to vertex and fragment data in VS/PS 3.0 (IIUC)? From another angle, can you make a unified VS/PS unit array if you need to put a sorting & binning stage midway? What about the PowerVR-specific Infinite Planes method of HSR, any specific problem with that?
Hope these questions make sense... Of course, I hope the answer is "no problem", but in that case I'd still be very grateful for a brief explanation or guestimation on how a TBDR would tackle the DX10 "shared" shader system
Does the deferring of rendering pose any difficulty for the free access to vertex and fragment data in VS/PS 3.0 (IIUC)? From another angle, can you make a unified VS/PS unit array if you need to put a sorting & binning stage midway? What about the PowerVR-specific Infinite Planes method of HSR, any specific problem with that?
Hope these questions make sense... Of course, I hope the answer is "no problem", but in that case I'd still be very grateful for a brief explanation or guestimation on how a TBDR would tackle the DX10 "shared" shader system