251 lines
12 KiB
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251 lines
12 KiB
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From fatcity!root@news.cts.com Sun Apr 12 22:32:55 1998
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["2122" "Sun" "12" "April" "1998" "19:50:31" "-0800" "Steve Baker" "sbaker@link.com" nil "47" "Re: Strips vs Fans ..." "^From:" nil nil "4" nil nil nil nil nil]
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Received: by fatcity.com (10-Feb-1998/v1.0f-b64/bab) via UUCP id 0001C21E; Sun, 12 Apr 1998 19:50:31 -0800
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Message-ID: <F001.0001C21E.19980412195031@fatcity.com>
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X-Comment: OpenGL Game Developers Mailing List
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X-Sender: Steve Baker <sbaker@link.com>
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Reply-To: OPENGL-GAMEDEV-L@fatcity.com
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Organization: Fat City Network Services, San Diego, California
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From: Steve Baker <sbaker@link.com>
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Sender: root@fatcity.com
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To: Multiple recipients of list OPENGL-GAMEDEV-L <OPENGL-GAMEDEV-L@fatcity.com>
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Subject: Re: Strips vs Fans ...
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Date: Sun, 12 Apr 1998 19:50:31 -0800
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On Sat, 11 Apr 1998, Edward M Povazan wrote:
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> I've been following threads here about auto strip generation, and am
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> starting to wonder, why not do fans. I did a small paper test ... a regular
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> triangle grid.
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> case : transforms per case : percentage less than seperate triangles
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> seperate triangles : 144 : 0
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> fans : 77 : 53%
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> strips : 56 : 39%
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>
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> OK so strips win here. But on a general mesh (especially one optimized for
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> rt3d) the strip runs are not as long. In fact, there are cases when fans
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> produce less transforms than strips (this is the case in my landscape
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> engine).
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The other thing that leads me to get more excited about fans than
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strips is that they tend to be more compact - spatially that is -
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becuase they are all sharing that one vertex.
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This is useful for pre-OpenGL culling since it greatly increases the
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probablility that a fan will cleanly come out wither entirely inside
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or entirely outside the view frustum. If (like me) you are using a
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bounding sphere test to accept or reject entire strip/fan primitives
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then it's easy to visualise how fans fit better into a neat sphere
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than those long wandering strips.
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I'm still struggling to convert an old terrain system which was based
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around IRISGL primitives (alas, no fans) - and the wins for fans
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seem pretty significant.
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Steve Baker (817)619-8776 (Vox/Vox-Mail)
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Raytheon Systems Inc. (817)619-4028 (Fax)
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Work: SBaker@link.com http://www.hti.com
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Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1
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--
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Author: Steve Baker
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INET: sbaker@link.com
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Fat City Network Services -- (619) 538-5051 FAX: (619) 538-5051
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San Diego, California -- Public Internet access / Mailing Lists
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--------------------------------------------------------------------
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From sbaker@link.com Sun Aug 16 00:55:44 1998
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["1920" "Sun" "16" "August" "1998" "00:52:12" "-0500" "Steve Baker" "sbaker@link.com" "<Pine.SGI.3.96.980816003848.24029A-100000@lechter.bgm.link.com>" "41" "Re: strips vs. fans" "^From:" nil nil "8" nil nil nil nil nil]
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nil)
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Received: from lechter.bgm.link.com (lechter.bgm.link.com [130.210.63.22])
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Reply-To: Steve Baker <sbaker@link.com>
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In-Reply-To: <199808152138.QAA27557@kenai.me.umn.edu>
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From: Steve Baker <sbaker@link.com>
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To: "Curtis L. Olson" <curt@me.umn.edu>
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Subject: Re: strips vs. fans
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Date: Sun, 16 Aug 1998 00:52:12 -0500 (CDT)
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On Sat, 15 Aug 1998, Curtis L. Olson wrote:
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> At one point did you suggest that I might have comperable performance
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> with fans vs. tri-strips?
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Yes. We went down the path of changing our terrain tools to use
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fans - the performance was essentially unchanged.
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In the end, it depends on the average number of vertices per triangle.
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For very long tristrips, or for very large fans, the average tends
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towards 1 vertex per triangle. In this respect, there is no performance
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difference between strips and fans. However, there are two reasons
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to prefer strips and one reason to prefer fans:
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1) Strips are allegedly implemented in hardware for Voodoo-2, and
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when Mesa supports that, there could be some savings to be had
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in triangle setup times. I have not heard that the same is true
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for tri-fans - but it's possible.
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2) Strips can potentially contain more triangles than fans because
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they are not limited to having all their triangles share that
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one start vertex. If you can actually make your strips longer
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for practical data then strips should win. However, it's quite
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hard to get an average strip strip length more than four or
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five when your terrain has features like lakes, rivers, forest,
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etc embedded in it.
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3) Fans have one theoretical advantage - since all the triangles
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share that first vertex, fans tend to be spatially compact.
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This means that crude bounding sphere culling will be more
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effective at reducing the number of triangles sent to OpenGL
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than it might be with tri-strips.
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My practical experience so far seems to suggest that these
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various effects are either so tiny as to make no difference - or
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somehow cancel out. However, it's work-in-progress.
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Steve Baker (817)619-2657 (Vox/Vox-Mail)
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Raytheon Systems Inc. (817)619-4028 (Fax)
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Work: SBaker@link.com http://www.hti.com
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Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1
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From sbaker@link.com Tue Aug 18 08:57:29 1998
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["4108" "Tue" "18" "August" "1998" "08:56:05" "-0500" "Steve Baker" "sbaker@link.com" nil "87" "Re: strips vs. fans" "^From:" nil nil "8" nil nil nil nil nil]
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nil)
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Received: from samantha.bgm.link.com (samantha.bgm.link.com [130.210.65.19])
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Reply-To: Steve Baker <sbaker@link.com>
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In-Reply-To: <199808172109.QAA25296@kenai.me.umn.edu>
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From: Steve Baker <sbaker@link.com>
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To: "Curtis L. Olson" <curt@me.umn.edu>
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Subject: Re: strips vs. fans
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Date: Tue, 18 Aug 1998 08:56:05 -0500 (CDT)
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On Mon, 17 Aug 1998, Curtis L. Olson wrote:
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> So do just use a "greedy" algorithm to build fans, or do you do
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> something more sophisticated?
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Well, we have to consider the larger issues.
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* From the point of view of OpenGL, the more triangles in the strip/fan
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the better.
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* From the point of view of FOV culling, the more compact the strip/fan
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the better.
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* From the point of view of intersection testing, the shorter the strip/fan
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the better.
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We use a variety of stripping algorithms depending on the cicumstance.
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Sometimes we just do the 'greedy' algorithm, sometimes we impose a limit
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on the maximum strip length which tends to cut down on the number of
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single triangles (which are especially costly on SGI hardware for some
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reason). Sometimes we use an algorithm that has an estimate of the
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relative costs of transforming strips of length 1, 2, 3, 4, ... which
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tries many different ways to strip/fan until it finds one with a cost
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per-triangle that is less than some user-specified limit - and the
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ultimate algorithm simply does a totally exhaustive search for the cheapest
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overall set of strips.
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The last few algorithms can take days to run on even relatively simple
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objects - and we use those only for the simplest of objects when that object
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is re-used a gazillion times in the database. For example, we did a
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model of Yellowstone national park where the customer needed the highest
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possible density of single, individual trees. We built a set of tree
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cluster models and ran the tri-stripper at maximum optimisation on them
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all to get down the cost of transforming all those thousands of trees to
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the absolute minimum.
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However, when we have the whole of North America to tstrip, we can't
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afford the CPU hours to do anything much more than the very basic
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limited-length-greedy algorithm.
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Limiting the maximum strip length helps the FOV culling so much that
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we pretty much always limit the length to a dozen of so triangles.
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That's principally due to SGI hardware which gains performance as the
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strip length increases - up to about 10 triangles - beyond which it
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doesn't really help any.
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It's MUCH better (on SGI ONYX hardware) to generate two strips of 5
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triangles each than it is to generate one strip of 9 and one single
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triangle.
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For us, there are yet other considerations. We don't currently drive
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OpenGL directly - we use the Performer scene graph API as a layer on
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top. Performer can optimise the case where all the triangles in the
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strip share the same surface normal and/or colour. In that case, it
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generates just one glNormal and glColor command for each strip. These
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are called 'Flat-Tri-strips'. For man-made objects, we can often win
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by having shorter strips that are flat rather than longer strips that
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are non-flat because the cost of transforming the normals is not
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negligable.
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Some of the SGI machines also optimise for the case when there is only
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a single, infinite light source by only doing illumination per-normal
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rather than per-vertex - this also makes flat strips worth having.
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Some of these optimisations are actually pessimisations on some machines,
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so you have to optimise the database for the hardware.
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As you can see, this is another incredibly complicated issue if you
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want to get absolutely *ALL* the performance you can.
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It's unreasonable to expect FGFS to do this with the limited effort
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available. We have two or three full-time staff thinking about
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database tools - and we have been working with OpenGL for five
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years now.
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> > 1) Strips are allegedly implemented in hardware for Voodoo-2, and
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> > when Mesa supports that, there could be some savings to be had in
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> > triangle setup times. I have not heard that the same is true for
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> > tri-fans - but it's possible.
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>
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> I would think that if they did strips, they could easily do fans ...
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I just asked the question on the 3Dfx newsgroup - we'll get a definitive
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answer there.
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Steve Baker (817)619-2657 (Vox/Vox-Mail)
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Raytheon Systems Inc. (817)619-4028 (Fax)
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Work: SBaker@link.com http://www.hti.com
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Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1
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