Reply 20 of 24, by kjliew
wrote:That doesn’t sound right at all.. I think you are confusing the data on one card with the data on two cards in SLI.
wrote:Regarding the “works in 6MB V1 but not on 8MB V2”, why is that? Don’t both have 4MB texture memory..? 😲
In theory and technically, you are right and if you use Glide APIs. Yes, you would load texture A in TMU0, texture B in TMU1 and then you can do alpha/color blending with 2 textures in single-pass. Unfortunately, this type of programming is complicated and requires the concept of discrete texture units with absolute addressing. I vaguely recalled that DirectX 6.1 Direct3D could not do that even though it introduced multi-texturing. No real games would pay the labor price to do this even if they support Glide APIs. So in practice, developers would just load the same textures in TMU0 and TMU1 and do single-pass multi-texturing at different addresses. Heavy Gear 1 supports Glide APIs but it still requires 4MB texture storage and does not work with 2x2MB.