First, no, a plain old Bresenham line algorithm is not sufficient for OpenGL. Check out the OpenGL spec – it actually requires a diamond-exit rule line rasterizer. Bresenham isn’t good enough because it doesn’t allow for subpixel accuracy.
Then there’s all the stuff about wide lines and the fact that lines require fragment operations, and it should be pretty clear that you cannot use the same hardware that GDI uses for lines.
Converting a line into a quad is indeed one way of drawing a line. The reason you’d do this is that most consumer 3D HW is designed to do ONE thing and ONE thing only: DRAW TRIANGLES FAST.
Now, that’s not the only way to draw lines, but I am merely illustrating the idea.
When you consider the amount of work required to convert a line into a quad, though, it’s substantial. After going to window space and clipping, you need to compute the major axis, offset the endpoints appropriately, and draw a quad with 4 vertices rather than a line with 2. Then you end up with 2 triangles per line, and so triangle setup work is increased.
You could do this either in SW or in HW, but again, either way, it’s a lot of computation.
Given this, it should be quite clear that unless the HW has a native OpenGL-compliant line rasterizer, which is actually a non-trivial feature, lines can be anywhere from a lot faster (fill rate) to a lot slower (line and triangle setup) than triangles.
Please don’t repeat the lines-are-simpler thing – as I said before, “you are assigning preconceived notions to the performance of a whole lot of things.”
If only to make things worse, there are a number of complicating factors in the situation described here. I can’t describe these complicating factors because they involve sensitive information.
And lastly, in the case of a TNT, for something that old, I don’t think there should be any surprise that lines can be quite a bit slower than triangles.
I’m not going to post to this thread again. Suffice it to say: lines can be slower than triangles, and PolygonMode LINE is generally a bad way to draw things. This is not unique to NVIDIA hardware by a long shot. Deal with it.