• Breaking News

    The Story of the 3DFX Voodoo In a throwback to the late 1990's, Fabien Sanglard posted a write-up on his blog discussing the history of the 3DFX Voodoo 1. The story starts with the release of GLQuake in 1997, the miniGL driver impact, and the history of how 3DFX came to be. It's a great read for those of us who bought a Voodoo specifically for GLQuake. The article then gets into the SST1 Rendering pipeline, walking through the life of a triangle in 5 stages: CPU transform -> Frame Buffer to TMU -> TMU to FBI -> FBI z-buffer -> Fragment lighting and blending. The extensive article continues with a deeper dive into the 3DFX's computational units, a review of how developers programmed the Voodoo, and a comparison of software rendered Quake and Voodoo rendered Quake. Read the full write up at Fabien Sanglard's website. EDIT John Carmack (@ID_AA_Carmack) has tweeted in response to the write up. https://ift.tt/eA8V8J

    In a throwback to the late 1990's, Fabien Sanglard posted a write-up on his blog discussing the history of the 3DFX Voodoo 1. The story starts with the release of GLQuake in 1997, the miniGL driver impact, and the history of how 3DFX came to be. It's a great read for those of us who bought a Voodoo specifically for GLQuake. The article then gets into the SST1 Rendering pipeline, walking through the life of a triangle in 5 stages: CPU transform -> Frame Buffer to TMU -> TMU to FBI -> FBI z-buffer -> Fragment lighting and blending. The extensive article continues with a deeper dive into the 3DFX's computational units, a review of how developers programmed the Voodoo, and a comparison of software rendered Quake and Voodoo rendered Quake. Read the full write up at Fabien Sanglard's website. EDIT John Carmack (@ID_AA_Carmack) has tweeted in response to the write up.

    from GameDev.net http://bit.ly/2P00KEF

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