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Normally I'd take a few minutes to clean up the double redirects after this move, but Wikipedia is suffering extraordinarily serious problems for the last half-hour or so, and may be about to crash for the day (that hasn't happened in a couple of years, I think). I'll be back later. Michael Hardy 21:07, 7 August 2007 (UTC)
After reading this article, it was not clear to me what I came here to find out—what it means for a hardware 3D accelerator to support hardware T&L. Reading the definition of T&L on this page—transform, clipping, and lighting—this sounds to me like exactly the tasks GPUs were invented for in the first place. So what did hardware 3D accelerators actually do before Hardware T&L came up? 84.227.44.165 ( talk) 20:36, 14 September 2010 (UTC)
> T&L was implemented in software until 1999
T&L was done in hardware as early as 1981, possibly earlier. See http://en.wikipedia.org/wiki/Geometry_Engine. This article is written with a heavy bias towards consumer technology. Here's a link to a document from nVidia that touches on the history of 3D graphics: http://barbagroup.bu.edu/gpuatbu/Program_files/Luebke_GPUatBU.pdf It shows images of Jim Clark's 1982 Geometry Engine design which did hardware T&L and other SGI graphics systems which were the predecessors to nVidia's original GeForce GPU design (they were sued over this later and lost actually). The hardware section needs a rewrite.-- LookoutforChris ( talk) 17:38, 10 March 2013 (UTC)
![]() | This ![]() It is of interest to the following WikiProjects: | |||||||||||||||||||||||
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Normally I'd take a few minutes to clean up the double redirects after this move, but Wikipedia is suffering extraordinarily serious problems for the last half-hour or so, and may be about to crash for the day (that hasn't happened in a couple of years, I think). I'll be back later. Michael Hardy 21:07, 7 August 2007 (UTC)
After reading this article, it was not clear to me what I came here to find out—what it means for a hardware 3D accelerator to support hardware T&L. Reading the definition of T&L on this page—transform, clipping, and lighting—this sounds to me like exactly the tasks GPUs were invented for in the first place. So what did hardware 3D accelerators actually do before Hardware T&L came up? 84.227.44.165 ( talk) 20:36, 14 September 2010 (UTC)
> T&L was implemented in software until 1999
T&L was done in hardware as early as 1981, possibly earlier. See http://en.wikipedia.org/wiki/Geometry_Engine. This article is written with a heavy bias towards consumer technology. Here's a link to a document from nVidia that touches on the history of 3D graphics: http://barbagroup.bu.edu/gpuatbu/Program_files/Luebke_GPUatBU.pdf It shows images of Jim Clark's 1982 Geometry Engine design which did hardware T&L and other SGI graphics systems which were the predecessors to nVidia's original GeForce GPU design (they were sued over this later and lost actually). The hardware section needs a rewrite.-- LookoutforChris ( talk) 17:38, 10 March 2013 (UTC)