But there is a difference between subdividing a bicubic patch and doing bicubic filtering. Besides, the texturing needs to be much faster.Mintmaster said:Didn't R200 do some fancy interpolation schemes for TruForm? Can't remember the exact calculations, but they were definately more complex than linear. I guess having normal vectors helps.
Geforce3/4 also had fancy tesselation via Bezier patches, right? I don't think it's that ridiculous.