No chip other than r200 supported truform - not the r200 derivatives (rv250 etc.) nor the next generation (r300). Some cards with other chips (can't remember which ones exactly, could be dependent on driver version too) had software emulation of this feature however.in the x1000 series ati cards (think i got the right series) was trueform removed alltogether or just removed from the hardware and done in the driver ?
I was referring to CLX2 (DC) and the later PMX<can't remember the number> for the (PC). The trans sort feature was dropped from later PC chips because very few developers ever made use of it <shrug>.
No, it was exposed in D3D but apparently some developers didn't even believe it was possible.It wasn't that the developers wouldn't use it, it was more a problem that no standard API's exposed it, which was in tern because it it could only be done sensibly on our hardware
PowerVR and Matrox suported internal 32bit rendering. 3Dfx suported internal 24bit rendering and only nVidia and ATi used 16bit... But later GPUs (R300-R580) used 32bit anytime MSAA was enabled.
That was hardly "never seen" - it was available on a lot of early Glide games. It worked (for example) on the DOS Glide version of Tombraider (and looked absolutely superb).Just like another never-seen feature, the first anti aliasing the theorically even the Voodoo1/2 was capable of on the corner of the polygons (?).
Why does the convexity of the window change in the pictures?
That was hardly "never seen" - it was available on a lot of early Glide games. It worked (for example) on the DOS Glide version of Tombraider (and looked absolutely superb).
It worked by drawing a 50% translucent line round the edge of each triangle. It therefore didn't do anything for texture aliasing, but it worked beautifully for crawlies along polygon edges.
I was referring to CLX2 (DC) and the later PMX<can't remember the number> for the (PC).
The trans sort feature was dropped from later PC chips because very few developers ever made use of it <shrug>.
I certainly assume so. I'm wouldn't even know if Sega's API allowed you to turn it offBut I'd imagine that it was used in Dreamcast/NAOMI and NAOMI 2 games since those were closed platforms.
Yes.When you said very few developers made use of that, do you mean on the PC side ?
No, it was exposed in D3D but apparently some developers didn't even believe it was possible.
it depends on countries : in germany it censors svatiskas, in the US it censors breasts, in communist countries it allows red blending (replacing alpha blending).
I saw it: Quake 3 smoke had less banding.The internal 24bit of the 3dfx pre-V5 cards was never understood in my opinion. Effectly I've never seen any differences changing the famous option on the control panel to enable that sort of smooth palette.
I recall a Matrox EMBM demo with fairies flying around on meadow which refused to run on my GF3 ( IIRC ) because it did vendorstring check at startup. a couple of bytes of patching later it ran fine, although menu fonts were weird.