Ostsol said:I think this was only true for Direct3D games, where the programmer explicitly has to use or to not use HT&L. In OpenGL the difference is entirely in the drivers. There's no difference in the coding.Diplo said:When Nvidia unveiled T&L with the GeForce 256 did any games support it? Nope. I remember then 3DFX fans saying how it would never catch on and laughing that no games supported it (I bought my GeForce 256 2nd hand off someone who sold it to buy a Voodoo3 - hah!). Now how many games don't support T&L?
No a lot of DX5/6 (and open GL games of the time) games did the transform and lighting in their own code and then just passed pretransformed and lit verts to the driver.
The argument was that the openGL implementaion (and the DX one) was too slow, and by coding it in software the dev could take advantage of a lot of shortcuts. It's one of the reasons it took a while for Hardware T&L to take off. To use it devs had to commit to the slower software paths for there legacy support.