I'm curious, why aren't you a booster of hardware curves? It seems like a good idea to me, but I think you are *the* expert in this area.
Is it because no one has yet created hardware curves that are sufficiently general? Is it because of poor implementations? Major slowdowns? Do they lack versatility?
If HW curves are bad, please share your opinion as to which direction(s) the 3D graphics companies should be headed. What would you like to see in a top-of-the-line graphics card built 10-100 years from now? More memory, more texture units, voxels, stereo 3D, direct neural input, embedded DRAM, 64 bit color, 4x4 FSAA, etc.?
How could they be improved that would make your life easier? Where do you think they could *best* use those transistors?
Sorry, I got carried away and asked too many questions...:-)...but I'm sure a lot of folks would like to know your thoughts on this subject.
You're certainly the one person whose graphical opinions I trust. However, I personally find the tearing associated with blts to be visually distracting. It's not *so* bad in Quake engine games, but is quite obvious in others.
Would the following be a valid solution?
Composite your image in another buffer. Then blt from the composite buffer into the linear back buffer and when the blt is complete, swap the front and back buffers on the next vsync?
I feel that many people are starting to ignore tearing just because they want the highest possible framerate and it concerns me. Tearing is an artifact that ought to be solved; we should not have to learn to live with it, IMHO.
I'm curious, why aren't you a booster of hardware curves? It seems like a good idea to me, but I think you are *the* expert in this area. Is it because no one has yet created hardware curves that are sufficiently general? Is it because of poor implementations? Major slowdowns? Do they lack versatility? If HW curves are bad, please share your opinion as to which direction(s) the 3D graphics companies should be headed. What would you like to see in a top-of-the-line graphics card built 10-100 years from now? More memory, more texture units, voxels, stereo 3D, direct neural input, embedded DRAM, 64 bit color, 4x4 FSAA, etc.? How could they be improved that would make your life easier? Where do you think they could *best* use those transistors? Sorry, I got carried away and asked too many questions... :-) ...but I'm sure a lot of folks would like to know your thoughts on this subject.
You're certainly the one person whose graphical opinions I trust. However, I personally find the tearing associated with blts to be visually distracting. It's not *so* bad in Quake engine games, but is quite obvious in others. Would the following be a valid solution? Composite your image in another buffer. Then blt from the composite buffer into the linear back buffer and when the blt is complete, swap the front and back buffers on the next vsync? I feel that many people are starting to ignore tearing just because they want the highest possible framerate and it concerns me. Tearing is an artifact that ought to be solved; we should not have to learn to live with it, IMHO.