Transformation
and Lighting Engine
What is it?
In 3D graphics, the
representation of the world consists in taking a database of vertices and triangle
information and processing them to produce, eventually, pixels on the screen.
The path that this data goes through
during this process is called the 3D pipe. There are 3 main stages to this pipe.
- Transformation - here the vertices(x,y,z coordinates) are operated on with
a matrix multiplication to change the position of these points to represent movement of
objects in the world, movement of the viewer, or other changes to the 3D world. This
process requires an extensive amount of floating point math.
- Lighting In order for the world to look real, it must represent objects as
they would look in the real world which includes lighting effects. A color value is
generated for each vertex which is used in the last stage. The color value is determined
based on the properties of the object, the various types of lights which are being
simulated, the relative positions of the vertices, the lights, and the viewer. This
process requires an extensive amount of floating point math.
- Rendering The final stage is to take these vertices and "connect the
dots" and fill in the triangles thus created to display the objects. This process is
usually done with H/W in the graphics board.
What does Metabyte's Transformation and
Lighting Engine do?
Metabyte has implemented the floating point
math for the Transformation and Lighting in an optimized fashion while still being
compatible with DirectX.
What about DirectX 6.0? How will it
affect your TNL Engine?
The current TNL engine works with DirectX
5.0. While Metabyte is making no announcements at this time, we may have a TNL engine for
DirectX 6.0 at a later date.
What games currently support your TNL
Engine?
Metabyte is currently in discussion with
several large ISVs to support our Transformation and Lighting Engine. DirectX 5.0s
current implementation of T&L is inefficient. Game developers have traditionally done
their own transformation and lighting because of this. Metabyte has removed this
bottleneck and is now trying to inform ISVs that this highly efficient T&L engine is
available now.
Which ISVs have agreed to support your
TNL Engine in their applications/titles?
Unfortunately, we cannot comment on
specific ISVs during our negotiations.
Why doesn't my Quake2 run any faster
with your card?
Quake2 is an OpenGL game. Our
Transformation and Lighting Engine is designed for Direct3D applications/games.
Do game developers need special
development tools to take advantage of your TNL Engine?
No. Our TNL Engine is completely
transparent. Games just need to let Direct3D do the Transformation and Lighting to take
advantage of our engine.
Are there any compatibility problems
caused by your engine?
No. We have tested our TNL Engine
extensively during and after development. Our driver is completely compatible with all
games that work on the Voodoo2.
What are the expected performance gains
of games that take advantage of DirectX5 transformation and lighting?
Many factors influence the performance
benefit. 3D Winbench shows a 40% score improvement. Games that support our TNL Engine will
show a wide range of gains depending on how they are designed.
Is the TNL Engine only available for
your Voodoo2 product? (Will it work on other chipsets?)
Our TNL Engine is currently only available
on our Wicked3D featuring Voodoo2 product. The technology will work on other chipsets and
may be implemented on future products.
Can the your drivers/TNL Engine be used
on your competitors' Voodoo2 products?
Currently, our drivers will install on our
competitors board. However, our TNL Engine is disabled if it doesnt detect a
Metabyte Wicked3D featuring Voodoo2 board.
What do we want developers to
do?
Main issue is to let DirectX do the
Transformation and Lighting.
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