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In article <48384c0d$1@news.povray.org>, dne### [at] san rr com says...
> That seems like a pretty sucky library. :-) Obviously the math is easy
> enough to do in a small fraction of a second, tho. In any case,
> anything you can offload to the client is something you *should* offload
> to the client, in that architecture. Once the client has figured out
> what you touched where, chances are the server can confirm it more
> easily than it can iterate through all the possible textures and prims
> within visual distance of your camera. Especially if you're close to the
> edge of a server.
>
Well, I admit I don't know much about 3D libraries of the type they are
actually using, so wasn't sure how much was handled via the software and
how much the GPU, with respect to textures.
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
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