Hardware Transformation and Lighting: Difference between revisions
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'''Hardware Transformation and Lighting''' is a | '''Hardware Transformation and Lighting''', or HTL as it is commonly abbreviated, is a technique where certain calculations involved in the rendering (drawing) of the screen, such as lighting, are handled by your on-board video card (hardware) instead of being processed by your CPU (sometimes considered software rendering). | ||
It is the feature in [[FreeSpace Open]] that allows users to use high-polygon models in game. For most users, this also speeds up gameplay by taking much of the load off of the CPU. Thus the slowdown the higher-quality models would normally cause becomes inconspicuous. | |||
[[Category:Source Code Project]] | [[Category:Source Code Project]] | ||
[[Category:Acronyms]] | [[Category:Acronyms]] | ||
{{stub}} | {{stub}} | ||
Revision as of 02:49, 25 April 2007
Hardware Transformation and Lighting, or HTL as it is commonly abbreviated, is a technique where certain calculations involved in the rendering (drawing) of the screen, such as lighting, are handled by your on-board video card (hardware) instead of being processed by your CPU (sometimes considered software rendering).
It is the feature in FreeSpace Open that allows users to use high-polygon models in game. For most users, this also speeds up gameplay by taking much of the load off of the CPU. Thus the slowdown the higher-quality models would normally cause becomes inconspicuous.