Interpolated pixels kind of look fine sometimes. NFS2:SE looked most fine. They don't make them like that anymore.
Interpolated pixels kind of look fine sometimes. NFS2:SE looked most fine. They don't make them like that anymore.
(Thus, reimplementing this under either OpenGL or Vulkan ought to be reasonably trivial using modern hardware.)
> they were basically very fast (for the time) 2D triangle renderers.
that's still true of GPUs today :) in fact, with the exception of h264/265 encode/decode, and "AI" - that's all that graphics cards have ever done!
As I explained in a sister comment, there's a lot more going on with rasterization, even back then, than "painting 2D triangles" might imply. Yes, only the XY coordinates determine the screen location of a rendered pixel, but the Z coordinate even at that stage has a lot to do with its color (e.g. for perspective-correct texture lookup) and whether it is painted at all (Z buffering).
I guess Glide could be defined as low-level API since it was defined by single vendor's architecture instead of some more abstract machine like GL and other APIs.