duffer said:Or maybe it's the other way around -- maybe the Inquirer got it wrong, and DX 9 will support the new hardware, and come out this fall, while DX 9.1 supports .Net and comes out in 2003? That sounds more reasonable.
edited2: See this too 8) http://www.planetquake.com/Trinity/infobytype.htmlVE: Is Trinity dead? Do you have plans, after Q3 is finished, to resume work on Trinity, or is it dead, for sure?
John: I have always been a little puzzled how "trinity" became a specific thing. At the end of Quake 1, I started doing a bit of future research with morphing level of detail representations and other things. We got tired of just talking about "the next technology", and Michael Abrash suggested following Intel's strategy of naming development work for nearby rivers. Dallas -> trinity river.
It was always just a convenient way of talking about stuff I was looking at that wasn't part of the current technology. I had several completely different experimental rendering frameworks that I worked with under the "trinity" name: full surface unique texture rep, voxel splat, voxel ray cast, deformed environment meshes, lummigraphlets, terrain morphing, etc.
Rendering Engine Features
Will use OpenGL for rendering. (Source: An email from John Carmack to Jim Lowell. 12/8/97)
Will use displacement maps for added detail on close objects. (Source: A note which Brian Hook sent to the Fatcity OpenGL Mailing List. 12/1/97)
...
What?? Where is the proof?pascal said:Definitelly a Matrox hardware 8)
Of course I do. One don't need to emulate the hw, one just needs to write the main algorithm via software.pascal said:What ??? Do you believe doing it realtime in software emulating hardware ???
You'd better watch some good sw rasterizer. I coded a fast (25 fps, 320x256x8 bit) trilinear-filtering roto-zoomer on my old 25 mhz/460 ns access memory Amiga4000 almost 5 years ago.pascal said:For example one will need to emulate other algorithms like the filtering using the CPU.
Of course it is. Do all the displacement stuff on cpu and send the generated geometry to the graphics card.pascal said:Is it possible to use current hardware to do some algorithms and software to do the displacement mapping?
Matrox seems to have working silicon during their displacement mapping demos they showed it in realtime (was too fast to be software emulated) they also ran 3D Max on that same machine and showed displacement mapping design for a game in realtime. The machine only crashed once, unfortunatly they immediatly turned off the display so we could not see the BIOS bootscreen. Displacement mapping seems to be very cool but there are quite a few limits imposed on the artwork (to avoid getting gaps in the meshes).