Re: pixeldepth on IR

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From: Angus Dorbie (dorbie++at++sgi.com)
Date: 02/01/2001 12:05:16


The calculations are only an approximate guide, there is internal
padding, masks for windowing, overlay planes etc. Your total is very
near the limit and doesn't account for any of this. In addition there
are underlying hardware capabilities which are required to support
various framebuffer formats so simply adding up the numbers will not
give you the whole picture.

Cheers,ANgus.

Daniela Rainer wrote:
>
> Hi Olivier
>
> thanks for your answer.
>
> > As far as i know, XS is no longer supported, you can have
> > S (256 bits), M (512) L (1024) and XL (2048).
>
> This is what I thought, too, but could you please explain, why I can
> have
> RGBA, Z 23, quadbuffer and 4-sample antialiasing if the pixeldepth
> is only medium?
>
> findvis tells me, that I can have 12bit RGBA, quadbuffer, Z23 and 4
> samples:
> 0x6f, RGBA 12/12/12/12, db, stereo, Z 23, S 1, samples 4
>
> I thought the calculation is
>
> (R+G+B+A+Z) * quadbuffer + (R+G+B+Z) * 4-sample
> = (48+23) * 4 + (36+23)*4 = 520
>
> Could you please tell me what is wrong in my calculation? Maybe alpha
> not quadbuffered?
>
> Best Regards
> Daniela
>
> --
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