I just saw gf4 presentation video from nvidia site and I noticed there is a demo showing <z-correct> bump mapping. I don't have any docs about PS1.3 but it seems to me that the z-buffer is modified during pixel shader execution. More, I read PS2.0 preliminary specs and in the new syntax are explicitly exposed some output registers like out and zout, to write pixel shaders output(s) to different color buffers and to the z-buffer. Now..how can a deferred rendering architecture cope with such <features> without resorting to work like a traditional IMR?
Does that mean will never see a TBR based dx9+ card?
Sorry if doesn't make any sense at all...
ciao,
Marco
Does that mean will never see a TBR based dx9+ card?
Sorry if doesn't make any sense at all...
ciao,
Marco