   Texture Splatting: Fixed pipeline VS Pixel Shaders
  Hello There! I am currently working on a 3D Engine.The minumum gfx requiremens will be ATI Radeon 8500+ and GeForce4 Ti4200+ hardware.The engine is a terrain engine. End I will use texture splatting for texturing the terrain.Whitch is the fastest way to do texture splatting at Pixel Shader v1 class hardware?Just using the fixed pipeline? or using Pixel Shaders? (Register combiners for nVidia and ATI_fragment_program for ATI)Thanks For your time! :)   
  bump :(   ;  It depends on both the hardware and the drivers as to what method would be the fastest. In any case, you could always implement both methods and allow the user to switch between them as they see fit (that way it doesn't matter which one is faster, 'cause they'll be able to choose between them).   