From rssfeeds@jmason.org Mon Oct 7 12:05:32 2002 Return-Path: Delivered-To: yyyy@localhost.spamassassin.taint.org Received: from localhost (jalapeno [127.0.0.1]) by jmason.org (Postfix) with ESMTP id 179A916F7F for ; Mon, 7 Oct 2002 12:04:08 +0100 (IST) Received: from jalapeno [127.0.0.1] by localhost with IMAP (fetchmail-5.9.0) for jm@localhost (single-drop); Mon, 07 Oct 2002 12:04:08 +0100 (IST) Received: from dogma.slashnull.org (localhost [127.0.0.1]) by dogma.slashnull.org (8.11.6/8.11.6) with ESMTP id g9780dK23242 for ; Mon, 7 Oct 2002 09:00:39 +0100 Message-Id: <200210070800.g9780dK23242@dogma.slashnull.org> To: yyyy@spamassassin.taint.org From: gamasutra Subject: Shader Integration: Merging Shading Technologies on the Nintendo Gamecube Date: Mon, 07 Oct 2002 08:00:39 -0000 Content-Type: text/plain; encoding=utf-8 URL: http://www.newsisfree.com/click/-0,8613661,159/ Date: 2002-10-06T18:12:59+01:00 Rendering polygons is not as easy as it used to be, the reason being the vast amount of different rendering techniques, methods and algorithms available. Not only is choosing the right ones a problem, even worse, all that are selected need to work together. There are some algorithms which simply do not work together, and in that case, only one may be used whilt the other one needs to be replaced witha more compatible method. This feature explores how Factor 5 approached the problem when developing Rogue Leader for Gamecube.