And it's damn true. It's pathetic, a demo with T & L can look just as good as a demo utilizing DX9 HLSL with pixel shader 2.0/vertex shader 2.0. T & L demos can even look better than demos with environment mapped bump mapping!! Don't believe me? Visit these two sites and tell me the difference between the water quality:
http://cgi3.tky.3web.ne.jp/~tkano/tlwater.shtml
(direct-x 7 water)
http://esprit.campus.luth.se/~humus/
(direct-x 9 water)
And Direct-X 7 can provide per-pixel bump mapping, lighting, stencil shadow volumes, shadowmapping, bump mapping, accurate environment maps, realistic reflections, realistic refractions, specular lighting, etc. It can also produce animation quality beyond vertex shaders, more effeicient too. Sure, HW T & L ain't programmable, and doesn't even come close to matching the speeds of dx9 hardware(unless you provide new heatsinks/fans/bus compatbility/up clock speeds, memory type, memory amount, & rendering pipelines/etc) but developers still fail to even take advantage of it's full potential, yet alone direct-x8's/9's full potential. Sad, isn't it? So, what do u guys say, eh?
http://cgi3.tky.3web.ne.jp/~tkano/tlwater.shtml
(direct-x 7 water)
http://esprit.campus.luth.se/~humus/
(direct-x 9 water)
And Direct-X 7 can provide per-pixel bump mapping, lighting, stencil shadow volumes, shadowmapping, bump mapping, accurate environment maps, realistic reflections, realistic refractions, specular lighting, etc. It can also produce animation quality beyond vertex shaders, more effeicient too. Sure, HW T & L ain't programmable, and doesn't even come close to matching the speeds of dx9 hardware(unless you provide new heatsinks/fans/bus compatbility/up clock speeds, memory type, memory amount, & rendering pipelines/etc) but developers still fail to even take advantage of it's full potential, yet alone direct-x8's/9's full potential. Sad, isn't it? So, what do u guys say, eh?