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Pointsprite support.

Started by reaction 4 replies 300+ views
Original Post
reaction
reaction
I was wondering if anyone knows what percentage of installed 3DGFX cards have pointsprite support? Am I safe to assume it nowadays? Also, does anyone know how much faster a pointsprite is than a billboarded quad? (if no-one does - I may write a test app) Thx, R
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S1CA
S1CA
IIRC pointsprites are one of the few things that the D3D runtime (in non-PURE mode) *WILL* emulate so the answer could be "all of them". On new hardware, with true acceleration, most of them.

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AngelForce
AngelForce
Yes, Point Sprite support is guaranteed, if the hardware should not provide it, DX will emulate it(using 4 vertices), which _should_ be as fast as your own billboard implementation.
So you should always use Point Sprites except if you want to rotate the sprites because you can''t rotate Point Sprites AFAIK.


AngelForce

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reaction
reaction
Thanks,

I asked the question because I'm not sure wether to give an option for software of hardware vertex processing. If I give the HWVP option, it may drop support for pointsprites, and i'll have to write billboard routines for everything.

However, I have read somewhere that SWVP is the way to go nowadays (something about the GF4 not supporting HWVP).

My engine goes about the same speed either way on a Duron 700 w/ GF2.

Am I safe to just go with SWVP??


Also...

quote:
DX will emulate it(using 4 vertices),


Does this mean that billboards are sometimes used with only 3 verts?
I'm not sure if this would be faster as the saved vertex would be offset by the extra texture transparancy that would be required?

Thanks again,
R


EDIT: syntax


[edited by - reaction on December 20, 2002 2:19:46 PM]
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Jim Adams
Jim Adams
Just remember that point sprites are limited in size. For me (Radeon 8500), that size is 256. While this sounds great, in practice it''s not that big. For instances where the sprite needs to be very large, it just sucks. Also, whenever I use point sprites in software processing mode, they (the sprites) flicker badly when drawn using large sizes (>5).

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