| Electronic Components Datasheet Search |
|
845GL Datasheet(PDF) 122 Page - Intel Corporation |
|
|
|||||||||||||||||||||||||||||
845GL Datasheet(HTML) 122 Page - Intel Corporation |
|
122 / 193 page ![]() Functional Description 122 Intel® 82845G/82845GL/82845GV GMCH Datasheet Perspective Correct Texture Support A textured polygon is generated by mapping a 2D texture pattern onto each pixel of the polygon. A texture map is like wallpaper pasted onto the polygon. Since polygons are rendered in perspective, it is important that texture be mapped in perspective as well. Texture Formats and Storage The GMCH supports up to 32 bits of color for non-palettized textures. Texture Decompression DX Texture Compression reduces the bandwidth required to deliver textures. As the textures’ average sizes get larger with higher color depth and multiple textures become the norm, it becomes increasingly important to provide a mechanism to compress textures. Texture decompression formats supported include DXTn and FXT1. Texture Chromakey Chromakey describes a method of removing a specific color or range of colors from a texture map before it is applied to an object. For “nearest” texture filter modes, removing a color simply makes those portions of the object transparent (the previous contents of the back buffer show through). For “linear” texture filtering modes, the texture filter is modified if only the non-nearest neighbor texels match the key (range). Anti-Aliasing Aliasing is one of the artifacts that degrade image quality. In its simplest manifestation, aliasing causes the jagged staircase effects on sloped lines and polygon edges. Another artifact is the moiré patterns, which occur as a result of the fact that there is a very small number of pixels available on screen to contain the data of a high resolution texture map. More subtle effects are observed in animation, where very small primitives blink in and out of view. Texture Map Filtering Many texture mapping modes are supported. Perspective correct mapping is always performed. As the map is fitted across the polygon, the map can be tiled, mirrored in either the U or V directions, or mapped up to the end of the texture and no longer placed on the object (this is known as clamp mode). The way a texture is combined with other object attributes is also definable. The GMCH supports up to 12 Levels-of-Detail (LODs) ranging in size from 2048x2048 to 1x1 texels. (A texel is defined as a texture map element). Textures need not be square. Included in the texture processor is a texture cache that provides efficient MIP-mapping. |
|
Link URL |
| Does ALLDATASHEET help your business so far? [ DONATE ] |
About Alldatasheet | Advertisement | Contact us | Privacy Policy | Link to Datasheet | Link Exchange | Manufacturer List All Rights Reserved©Alldatasheet.com |
| Russian : Alldatasheetru.com | Korean : Alldatasheet.co.kr | Spanish : Alldatasheet.es | French : Alldatasheet.fr | Italian : Alldatasheetit.com Portuguese : Alldatasheetpt.com | Polish : Alldatasheet.pl | Vietnamese : Alldatasheet.vn Indian : Alldatasheet.in | Mexican : Alldatasheet.com.mx | British : Alldatasheet.co.uk | New Zealand : Alldatasheet.co.nz |
|
Family Site : ic2ic.com |
icmetro.com |