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> he assured me that NURBs were going to be the dominant rendering mode

How does this relate to the NV-1? I thought it used quads instead of triangles. Did it do accelerated NURBs as well?



reminds me of PowerVR main selling point being tiled rendering, but they tried pushing some proprietary "infinite planes" BS

https://vintage3d.org/pcx1.php

"Thanks to volumes defined by infinite planes, shadows and lights can be cast from any object over any surface."


If it was marketing they didn't seem to do a great job... Very little online except for mentions of "NURBS", and this thread.

It's not intuitively obvious to me how a rasterizer accelerator would render NURBS surfaces at all (edit: without just approximating the surface with triangles/quads in software, which any competing card could also do)


I was also wondering about this. I only remember two vaguely related mentions, both are from a bit later time and one of them turned out not to be NURBS but Bézier patches :)

- Curved surfaces in Quake 3: https://www.gamedeveloper.com/programming/implementing-curve...

- Rhino 3D support: https://www.rhino3d.com/features/nurbs/




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