Reply 40 of 237, by leileilol
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- l33t++
wrote:Q3A does use HW T&L. You can even tweak a few vars in-game to up triangle subdivisions if you have a T&L card and want more curvy, less polygonal. HW T&L and Q3-engines worked right off the bat, as I recall.
Any card regardless of T&L can set those. It's just the GF2 had a fillrate that can handle all of that. Q3A uses a lot more efficient use of triangle strips and primitives that the detonator OpenGL ICD drivers loved, which made the game quite speedy some 9 years back. Q3A does not use HW T&L as it was suspected to. The OpenGL drivers however, does vertex transform in hardware so it's partially transparent T&L.
wrote:There's even a special map made for Quake 3 to show off NV15 (GeForce 2 GTS). Gobs of geometry. Apparently this hits the CPU pretty hard too though.
My Geforce2 GTS sucked on that map on my slow computer. Had there been any HW T&L considered for use complete with vertex arrays and vbos it would be actually playable