Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Ed Federmeyer Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: low-level GTE and GPU Date: Sun, 06 Jul 1997 11:33:35 -0500 Organization: (no organization) Lines: 15 Message-ID: <33BFC8DE.18FB@charlie.cns.iit.edu> References: <33AFFD9B.5545@eecs.tulane.edu> <33b06d76.180761@205.149.189.29> <33B085CE.5421@eecs.tulane.edu> <01bc8673$c98aa940$5271df26@disintegration> <33B9B6BB.581A@eecs.tulane.edu> <5pdd9e$8c1@chuka.playstation.co.uk> Reply-To: fedeedw@charlie.cns.iit.edu NNTP-Posting-Host: charlie.cns.iit.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0C-GZone (Win95; I) Gil Jaysmith wrote: > Also, believe me, the low-level stuff is complicated in a particularly > complicated kinda way. A lot of pros have trouble with it, and it's > supposed to be their job to memorise and understand all the docs for > GTE and so forth. Or that's what they tell us anyway :=) > > Gil Jaysmith Just out of curiosity, is direct programming of the GTE/GPU much different than directly programming any of the mass-market 3D accelerators for the PC (ie, not using OpenGL or Direct3D, but writing a native 3Dfx, PowerVR, S3 ViRGE, whatever, game)? (I have not gotten into PC 3D accelerator programming -yet) Does anyone know? Ed Federmeyer