Reverend heeft een interview afgenomen met Kevin Galocy van 3dfx. Minder suf dan deze standaard PR crap ("T-Buffer is goed en geweldig") lijkt me deze reaktie van John Carmack:
Q: Are there any plans to implement what Gary Tarolli/3dfx described in this article (at my site here), in particular this one :
"One neat special effect that the T-Buffer can create is double (or triple) vision. This is basically the same technique as depth-of-field except the blur is greatly exaggerated resulting in multiple visible images. Think of a first-person shooter type game – you get hit with a rocket or grenade blast and not only do you lose health points but your vision becomes blurred for a short period of time. At first, your vision may be very blurry, slowly returning to normal focus. This effect could also be used right after a potion is consumed. As you can see, the T-Buffer is not only useful for eliminating aliasing artifacts during rendering, but is also useful for creating a new class of special effects."
JC: I gave 3dfx the Q3 source to experiment with, so they may have that running in-house. I have no intention of integrating such features into Q3 right now, though.
Q: Additionally, is/are there any hardware capable of doing "proper shadows" i.e. prevention of light hitting shadow-part surfaces instead of current-implementation of "taking way" light from such surfaces?
JC: Stencil buffer hardware with a different (slower) rendering architecture can do "proper shadows".