quote:
Original post by Anonymous Poster
No, it''s the general case ! I couldn''t believe it either. Might be better on GeForce3, though. Have a look at http://developer.nvidia.com/view.asp?IO=ogl_performance_faq
Section 3 (Texture Coordinate Generation), point 19: On a GF2, you loose around 50% throughput when activating GL_OBJECT_LINEAR, around 62% with GL_EYE_LINEAR and you loose over 85% with GL_SPHERE_MAP ! Better supply the UV coords yourself and fiddle around with the texture matrix. Though there is also a performance hit if you use a non-identity texture matrix: around 38% loss.
Hehe, vincoof and the anonymous poster. It doesn''t count where I see you I always learn from you
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Anyway true, if stencil buffer is made in software it is around 0.1fps. Just see my apocalypse demo in 16bits/color
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-- tSG --