|
![](/i/fill.gif) |
Aydan napsal(a):
>> Now, if i don't sound too bothering, i would like to ask 'why' on those two big
>> NO's ( about GPGPU and about AA on the GPU ), if that's not a huge explanation
>> of course.
>>
>> Thanks in advance
>>
>> E.T.
> 1) since povray is portable to many OSes and there's no uniform way of doing
> GPGPU stuff (yet), this is a kill criterium.
>
> 2) the GPU can only antialias what it knows, and the GPU only knows how to
> render meshes and bitmap textures. Since povray doesn't normally use meshes ore
> bitmap textures , the GPU wouldn't know what to antialias.
>
> correct me if i'm wrong
>
> greets
> Aydan
>
>
another main reason is that graphics card is essentially a scanline
renerer, not raytracer. It cannot handle things like refraction and
reflection (though a planar reflection can be achieved manually via a
stencil buffer). It reduces the usage a lot.
--
the ultimate time-killer:
+a0.0 +am2 +r9
Johnny D
Post a reply to this message
|
![](/i/fill.gif) |