That's the same thing I repeat all the time..trying to sound like a broken record
We need to switch to 'different' geometry representations..ok, that's the last time I write that on B3D..I promise!
I'm not talking about replacing standard geoemetry with voxels.
I'm talking about representing a 3D mesh (geometry and every kind of attribute that can be associated to a vertex..) NOT as a list of vertices and indicia + textures.
I'm not talking about replacing standard geoemetry with voxels.
I'm talking about representing a 3D mesh (geometry and every kind of attribute that can be associated to a vertex..) NOT as a list of vertices and indicia + textures.
Gotcha... ....a different way to store the properties of vertices...
...definitely no expert, but how about in Cell, the APUlets can be a vertex (or local groups of vertices) and the APUlets themselves would hold the instructions and all the data for those vertices. I'm just thinking of those parallel bricks being rendered using APUlets, would that work? ....feel free to slap me with a kipper if it's an idiotic suggestion!
EDIT: Someone also mentioned to me that OpenGL ES gets rid of display lists, is that true?
It is? Maybe on high end PC cards, but on xbox I doubt it could handle an extra phong renormalization pass in games that use a lot of Dot3 like Doom 3 or Riddick. And doing it procedurally with combiners is probably out of the question.
The difference is that you still tesselate 3d data, so you can displace it etc. for real not just warp the pixels around.
Anyway personally I like the idea for its elegance and arguable simplicity - doing away with splitting shader code and keeping the nonshader stuff organized in a cleaner manner (from my pow, I'm sure not everyone would agree).
That said, I don't believe we could throw away the texture sampling hw at all - I don't see a suitable hw replacement for texture lookup based shader schemes coming anytime soon.
And that's something different data representation don't exactly solve either, should they become feasible.
nAo said:
We need to switch to 'different' geometry representations..ok, that's the last time I write that on B3D..I promise!
No worries, you're not alone in that mindset I think we'll want to do that to some extent one way or another - it's among better researched avenues of compression and I believe that'll be one of the bigger things in next cycle.
Also I wouldnt be surprised if view dependent tesselation is something the PS3 can do, and the others will be hard pressed to (instead heaving to rely on shoddy host passed geometry LOD parameters). View dependent recursive tesselation is probably right out of the question for anything but the PS3 (you need a vertex shader capable of emitting variable sized vertex arrays instead of vertices, and while I have been saying it would be a good idea for years I doubt ATI HW engineers will agree with me ... fools .