Doom3 and OpenGL2.0
Screaming Lunatic writes "John Carmack has decided to write an OpenGL2.0 rendering path for Doom3. You can read his .plan or you can finger him. This will be huge for the development of OpenGL2.0. Video cards are typically benchmarked with respect to the framerate when running Quake3. Future benchmarks will be based on Doom3. This means IHVs will be somewhat forced to write good OpenGL2.0 implementations."
..or you can finger him... /.ers fingering him at once*
*pictures thousands of
I think this is going to be a very uncomfortable day for someone
You can finger your girlfriend,
You can finger John Carmack,
But you can't get your girlfriend to write good vertex shading code!
I've had enough abrasive sigs. Kittens are cute and fuzzy.
No kidding..
Yes! I was thinking the same thing myself! Geometry amplification is key here.
Definitely, any fool could see that! Watch those extension paths!
It certainly won't! 7+ is definitely not the optimized back-end texture capability quad rendering shade vertex OpenGL. Specular highlight.. Phong.. wireframe.. raycasting ... shadow cache.. texture map.. bump map... uh.. BFG 9000!!