Is UltraShadow/gl_nv_depth_bounds possible on R420?

:oops:

Can be emulated still, with a multipass render and usage of the stencil buffer. Implementors might even opt for an extra "hidden" stencil bit per fragment to support this without breaking app transparence :D

Okay, this is getting silly. I just wanted to point out that there's a fine line between "correct implementation" and "good implementation", and that's obviously determined by performance. Even though I've made a fool of myself, I think this point still stands :)
 
SirkoZ said:
I see. It's really a pitty, I mean a "new" generation of chip and still 4-bit subpixel precision, cheating @ even bilinear (as 3Dcenter.de showed), no software-stencil-HSR. It's just pointless... :rolleyes:
OK, no PS 3.0 no problem, but all the other "shortcuts"... :p

You know if you just made this thread as a medium to convey this message you could have just said it in the first post :rolleyes:
 
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