emulated vertex program is fast enough to use (like the vertex shaders of dx8 show), and i want to use them.
i use the register combiners since i understood them (started in august, really got something in december )
the 1050 supports a geforce3 emulator, and its usefull to just try if something COULD work possibly, just to know it, thats all. i know that big companies HAVE a geforce3, so they can test the speed, too. i’m waiting yet since weeks, and i wouldn’t go angry if its just not yet out, but i dont have win98, and the win9x version is out since over a week, and i’m sitting here with win2k and cant do anything with it (and i’m waiting for a support for vertex_program since more than two months, there i read the first time about it… and nvidia always sayd its in the next drivers (it whas planed once in the 6.xx … nothing in there… now it whas planed in the 7.xx… just leaked ones wich dont work how they have… the 1050 is official (ok, leaked yet ), but there it IS working correctly…
back to the topic
i’m not pretty sure, i AM sure he uses Readpixels and then renders a bunch of points, and why? because you can download the source
and i am interested for example, if we can get this in the textureshaders… and i dont need a geforce3 to know that it is fast then when you use JUST texture_shaders for it… it doesnt have to run on my gf2mx fast then…
(other question, matt, can we use multisample for multipassing or just for depth of field and/or antialiasing etc? )