Path: chuka.playstation.co.uk!toby From: toby@angst.forefront.com.au (Toby Sargeant) Newsgroups: scea.yaroze.programming.2d_graphics Subject: Texture Mapping and the phantom playstation II [Was: Re: GPU Packets...] Date: 25 Feb 1998 22:57:00 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 25 Message-ID: References: <6d0qqb$acg1@emeka.playstation.co.uk> NNTP-Posting-Host: ns.forefront.com.au X-Newsreader: slrn (0.9.4.6 UNIX) On 25 Feb 1998 10:12:27 -0000, Lewis_Evans@Playstation.sony.com wrote: >From: Lewis_Evans@Playstation.sony.com >To: news@playstation.co.uk > >I know what they are, namely purely 2d draw commands sent to the GPU, and >that >they are created as the output of 3d rendering functions like >GsSortObject4; but I see no advantage to directly accessing them. > Lewis If sony ever releases the playstation successor that they're not working on, and if they travel down the backwards compatible path that the installed base of playstation software owners would no doubt demand, won't this mean we'll never see perspective correct texture mapping, or z buffering? There are a whole host of cool things that you can't do if you dissociate the 2d side of things from the 3d. I guess this means that we'll probably end up with a playstation II which is just a faster GPU and the same GTE glued onto a faster processor. Pity. Toby.