Is there any demo (preferebly Open GL) that uses RT-patches?
Also are Quintic Béziers and B-splines synonyms for RT-patches or different HOS methods?
As of yet the only RT-patch demonstration I can find is the one in the DX8.X SDK.
NVIDIA disabled RT-patches in the 21.81 driver because they somehow caused software emulation of N-patches. The game where this first was seen was Half Life.
I don't know for a fact, but I would suspect that this emulation problem only applies for Direct3D applications as all current applications that support N-Patches do so through the ATI_PN_Triangles extention (I think I got the name right?).
So what I'm trying to figure out is this:
Any answer, theory or fact, would be appriciated!
Also are Quintic Béziers and B-splines synonyms for RT-patches or different HOS methods?
As of yet the only RT-patch demonstration I can find is the one in the DX8.X SDK.
NVIDIA disabled RT-patches in the 21.81 driver because they somehow caused software emulation of N-patches. The game where this first was seen was Half Life.
I don't know for a fact, but I would suspect that this emulation problem only applies for Direct3D applications as all current applications that support N-Patches do so through the ATI_PN_Triangles extention (I think I got the name right?).
So what I'm trying to figure out is this:
- Does the GF3/4Ti have a fully functional implementation of RT-patches in the hardware?
- Does the "emulation problem" effect Open GL?
- Are there any applications where RT-patches are used?
- Is someone here willing to try to create a Open GL demo that utilizes NV_Evaluators?
- Was Open GL support also disabled in the 21.81 driver, or was it just DirectX?
Any answer, theory or fact, would be appriciated!