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> Old OpenGL and Direct3D versions did have quad and arbitrary polygon rendering support. I vaguely recall that at different times people tried to build both P
by mananaysiempre 4y ago
> Old OpenGL and Direct3D versions did have quad and arbitrary polygon rendering support.
I vaguely recall that at different times people tried to build both PC and phone graphics hardware around quads and basically failed, but I don’t know why that didn’t work (aside from the issues of geometry that you mention).
- Keyframe 4y agoSega Saturn being a notable example.
- djmips 4y agoAnd Nvidia's first chip the NV1
- mrguyorama 4y agoImportantly, the sega saturn kind of wasn't a true 3D engine that had quads as it's primitive, but rather a stamp/sprite based system that allowed to you skew, warp, and transform those rectangular images in very powerful ways, mostly being able to reproduce 3D scenes but with certain caveats about the "polygons" that caused some limitations. One good example was that the system has no concept of UV maps. Each polygon is exactly the whole texture, linearly warped. This means you can't do, for example, environment mapping natively https://www.youtube.com/watch?v=WDJgeuoaSvQ https://www.youtube.com/watch?v=WDJgeuoaSvQ