Thus, we simply cannot use an off-the-shelf vector extension such as the
upcoming RISC-V vector extension, or even SimpleV, and expect to
automatically have a commercially competitive 3D GPU. It takes texture
-opcodes, Z-buffers, pixel conversion, linear interpolation, trascendentals
+opcodes, Z-buffers, pixel conversion, linear interpolation, transcendentals
(sin, cos, exp, log), and much more, all of which has to be designed,
thought through, implemented, *and then used behind a suitable API*.