Actually, though they are both TBDRs, they are considerably different in terms of what features are supported.Am I right to assume the SGX would be 100% compatible with all the CLX2 functions (and maybe adding higher-res and MSAA))
Apart from the obvious one that SGX is shader-based and CLX2, fixed function (though with some interesting functions), some major rendering differences include:
- texture compression formats. CLX2 had VQ (2 and 1bpp) and Palette (8 & 4bpp), which are (pretty much) no longer supported by any graphics hardware due to the double memory look up.
- translucency sorting
- modifier volumes (though these can be emulated, albeit much less efficiently with stencils)
- CLX2's normal map (though rarely used) was polar-based rather than Cartesian