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RobbieF said:What prevents the hardware from rendering curves?
RobbieF said:Great explanation.
I wonder how soon we can expect this "on chip" raytracing ability? I want it now! hehe
Truform just artificially added more polygons to 'curved surfaces' in the games that supported it.dano said:The limitation doesn't exist, do a google for Trueform, it was an ATI system of drawing true curved surfaces and does actually exist and work in some titles, Quake3 had it I think, return to castle wolfenstein and there's a utility about someplace to enable it in Morrowind. From what I recall it just turned out to be quicker to use lots of polygons to fake a curve instead.
dderidex said:Truform just artificially added more polygons to 'curved surfaces' in the games that supported it.
It was, in essence, "using a lot of polygons to fake a curve"...it was just adding more polygons to the game ITSELF, rather than making the CPU have to do it. (Of course, that was ONLY on the Radeon 8500...later Radeon cards did not have 'Truform' hardware and, instead, added the extra polygons at the CPU level. In short, it didn't really do anything unusual to the scene - it just added more polygons to it than the developer provided for.)
The poster above is quite correct - it's NURBS you are looking for (closest you'll get to an analog curve with digital calculations), and consumer 3d accelerators have no acceleration for them. I can't say if the "professional" cards do or not - I believe they do, which holds out the hope for NURBS realtime hardware acceleration at the gaming level *someday*.
FreiDOg said:raytracing is a method for calculating color and lighting data, not making surfaces 'smoother'.
Wike on raytracing