What tesselation? Didn't you hear me, I said I want a configurable primitive processor, tesselation is for wussiesnAo said:I don't think tesselation will be left exclusively to the Visualizer/Realizer. It would be a mistake...
Actually bilinear isn't normally a problem outside pathological cases - say, something like a 4pixel wide triangle, and a texture spanning width of 4pages squezzed into it.Squeak said:But what happens when you use a texture that spans several pages, and bilinear (or worse still trilinear) is turned on? Won't the texture cache have to thrash between the two (or four!) pages for every single texel at the seam, to get correct interpolation?
Of course drawing the above case would look hideously ugly before you start worrying about performance, that's what mipmapping is for
The implication is towards executing the program on a "platform" where some APUs run at different speeds then other. It doesn't refer to running a program across "more" APUs, or the entire platform being clocked higher.This implies that you have to always take your target platform into consideration when coding and daisy chaining several cell devices isn't going to 'compute' any faster even though there is a larger pool of resources, unless devs explicitly aim for this