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by Sjonny
473 days ago
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> 5.0 came out late during development of the chip, which turned out to be mostly compliant, with the exception of some blending modes such as additive blending which Jensen Huang later claimed was due to Microsoft not giving them the specification in time. Not sure if this is the same thing I had, but on my Riva128 the alpha blending wasn't properly implemented. I distinctly recall playing Unreal Tournament and when I fired the rocket launcher there were big black squared with a smoke texture on them slowly rotating :D couldn't see where I was shooting :D |
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It simply means that each newly rendered polygon’s RGB values are added together with the pixel values already in the frame buffer. It’s good for lighting effects (although not a very realistic simulation of light’s behavior unless your frame buffer is linear light rather than gamma corrected, but that effectively requires floating point RGB which wasn’t available on gaming cards until 2003).