Wireframe Polygons
Posted: Sun Jul 26, 2009 7:11 am
Looking at games like Tempest, Missile command, Checkered Flag etc., it's sort of struck me that the Jag is dreadful at textures but actually pretty good at 'naked'/wireframe polygons.
Is this because of the architecture? I mean polygon are down to pure number crunching and throwing them at the screen?
The 3DO on the other hand, looking at NFS, Hauzer, WCIII doesn't seem quite so exuberant with the number of polygons, but wipes the floor with the texture mapping, which I guess is down to the fact the ARM60 (which does the number crunching) being a bit busy most of the time but the Video Co-Processors were designed to actually do texture maps.
Am I on the right track?
Is this because of the architecture? I mean polygon are down to pure number crunching and throwing them at the screen?
The 3DO on the other hand, looking at NFS, Hauzer, WCIII doesn't seem quite so exuberant with the number of polygons, but wipes the floor with the texture mapping, which I guess is down to the fact the ARM60 (which does the number crunching) being a bit busy most of the time but the Video Co-Processors were designed to actually do texture maps.
Am I on the right track?