This thread hurts my brain
Same here but it's improved now. I managed to force myself to stop banging my head on my computer desk.
("What is great with IHV X's Anisotropic Antialiasing is the T&L Shader Precision Mapping implementation which brings 4 times the performance for the same quality, making real-time Wireframe Shadowing through Per-pixel Stencil Occlusion a possibility for the first time")
I'll keep my eyes open for that one.
someone with a clue (even a very small one)
& now I'll return to my Lurking & learning mode.