Check out the second post in this thread.
I tried the 3D option out of curiosity, but I don't get the 3D effect.
For me, the real benefit of psVoodoo would be as a base for a game specific wrapper. In the case of TAW, we've known for a while that the palette is split up into functional areas, at least for the textures as they are stored on disk. What I didn't know for sure until today was that this system is maintained for the output to glide as well.
So, we know that the sea, and only the sea, uses the 16 palette positions 112-127. We can intercept these in psVoodoo and temporarily change them to red to prove this theory.
The general idea is that since we can identify which polygons make up the sea, we can replace the repeating sea tiles with some sort of shader. This is probably complete madness though. 😀