JAVIER CASTELLAR (javier++at++aladdin.madrid.sgi.com)
Wed, 25 May 1994 15:25:28 +0000
The reason IS: If you are working on a Reality Engine you should take
care about TWO issues:
1st) Which RGBsize are you using ? By default Reality Engine works with
12bits per component (as in your case). The right sizes for the accumulation
components will be 12 or 24 (NOT 8 or 16). Then in your case acsize(12) or
acsize(24) is OK.
2nd) You can work with acsize(24) only if you have enought framebuffer
free. If you are working with SMALL pixel depth (one case is 1280x1024 vof with
1RM),depending on the use of other features (z buffer, stencil ...) you will be
able to work with acsize(24).
With SMALL pixel you can:
with Zbuffer: ONLY with acsize(12);
w/o Zbuffer: acsize(12) and zcsize(24);
With MEDIUM and LARGE: No problem, no limitations.
If you wish to work with acsize(24) and Zbuffer in an 1RM Reality
Engine, the only way is to use the 960x680 vof. Then you can obtain MEDIUM
PIXEL.
In general the acsize(12) is usable for most of the VisSim tricks that i
know (static Backgrounds, panning, sprites ... etc).
USE acsize(12) !!!!
If you try to use acsize(16) with RGBsize at 12 bits per component, it
will work IN CPU, IN SOFTWARE, (1/100 to 1/10000 of the speed). Then you should
match the RGBsize or the acsize, but in your case acsize(12) will be enough in
any case.
Hope to help.
Javier Castellar
javier++at++madrid.sgi.com
Silicon Graphics Spain
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