Completely driver and HW dependent. If your HW supports T&L, chances are the driver will use it.slaterat said:Does open GL use the harware T&L on crrent generation videocards? Or does the cpu handle thses calculations?
It depends on the game. Some games do their own transforms. This applies to both OpenGL and D3D. In OpenGL, as long as you use the API's transform routines, you can get HWTL. In D3D, this won't be the case unless you select HARDWARE_VERTEX_PROCESSING or MIXED_VERTEX_PROCESSING when you create your D3D device.K.I.L.E.R said:One thing I don't understand, why is it that games in GL can use T&L if they haven't been programmed with it in mind.
But Direct3D on the other hand, you must program for it.
Lots of old games, because they could do things more efficiently than a general purpose driver. Now that pretty much all chips have HWTL/VS things are done in the drivers 99% of the time.K.I.L.E.R said:Thanks for clearing that up.
I wander how many games use their own transform calcs?
K.I.L.E.R said:One thing I don't understand, why is it that games in GL can use T&L if they haven't been programmed with it in mind.
Humus said:I wouldn't call glRotate and glTranslate useless. It's commonly used to init the modelview matrix from position and euler angles.
New era is programmable hardware through High Level Shader Language
archie4oz said:New era is programmable hardware through High Level Shader Language
Actually if you've been around a while and subscribe the the Sutherland wheel of reincarnation, then this too is pretty old skool... (anybody program TIGA boards or do Interactive Renderman on an i860?)