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Junior Member
![]() ![]() ![]() 加入日期: Dec 2002 您的住址: 胡志強市
文章: 897
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引用:
抱歉提供錯誤資訊 請問用vertx shader去取代t&l是那一塊 ![]() |
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Major Member
![]() 加入日期: Feb 2005
文章: 127
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請問一下什麼是'T&L'
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Junior Member
![]() ![]() ![]() 加入日期: Nov 2003 您的住址: 特林巴斯星
文章: 768
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我還是喜歡ti 4200 8x...c/p值高...
便宜D8也強~~
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Around here, however, we don't look backwards for very long. We keep moving forward, opening up new doors and doing new things, because we're curious... and curiosity keeps leading us down new paths. --------------------- |
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Senior Member
![]() ![]() ![]() 加入日期: Nov 2002
文章: 1,414
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ti 4200 8x...c/p值高...+1
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Elite Member
![]() ![]() ![]() ![]() ![]() 加入日期: May 2002
文章: 7,865
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引用:
應該是從 R300核心時代開始,ATI使用這種方法取代傳統的T&L ![]() |
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*停權中*
加入日期: May 2005
文章: 183
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那些反駁風笛兄的人有查證過嗎 ?? 風笛兄是對的 !!!!!
T&L is going to be emulated through Vertex unit since R300 ~~! Nowadays the vertex unit on graphic chip is powerful enough to do all the fixed function jobs with no time delay~~! 希望大家在反駁他人時能多多查證.......... 此文章於 2005-05-07 02:01 AM 被 eeer01 編輯. |
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*停權中*
加入日期: May 2005
文章: 183
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引用:
transform and lighting 的簡稱 , 從geforce 256開始普及化 , 搭配api的支援可大幅度減低cpu的負擔 |
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Elite Member
![]() ![]() ![]() ![]() ![]() 加入日期: Nov 1999 您的住址: Arlington, Texas
文章: 6,058
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引用:
自從geforce3開始也是採用同樣的做法,難道他們也不支援T&L了?? 『沒T&L』跟『T&L以tertex unit取代』是不一樣的做法, 他的講法就等於是確定R300系列完全不支援硬體T&L。
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Junior Member
![]() ![]() ![]() 加入日期: Dec 2002 您的住址: 胡志強市
文章: 897
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引用:
gf3~fx應該是vertx shader和t&l並列的狀態 用vertx shader模擬t&l nv應該是6系列才有 有錯還請指正 至於9800真的是用vertx shader模擬t&l 是小弟的表達能力不太好 ![]() |
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