Re: posterized textures on High Impact

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Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Tue, 13 Feb 1996 10:06:09 +0100


The problem is probably with the internal format of the texture, I expect
your loader is creating 4 bits per component textures on IMPACT.

Check out the manual entry for:

pfTexFormat

With 4 Mb of TRAM you should be able to do better than 4 bits per component
so its worth trying to change the format on your machine.

Rgds,
Angus.

On Feb 12, 5:54pm, Dwight Meglan wrote:
> Subject: posterized textures on High Impact
> We have a problem with our textures. The application that we are writing
> for the High Impact is now posterizing some of our textures. On our Onyx
> with an RE2 they look great. Our guess is that there are less than 24bit
> planes of color on the High Impact and that we have exceeded the ability of
> the colormap algorithms to compensate gracefully.
>
> The current display is quite ugly so we must come up with a work around.
> Can anyone suggest a method to work around this ? BTW, we have a lot of
> textures but are well within the 4MB limit of the TRAMs.
>
> Thanks in advance,
>
> --dwight
>
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> Dwight Meglan, PhD | Developers of complete surgery simulation
> Engineering Coordinator | training systems and surgery simulation
> High Techsplanations, Inc. | creation software tools
> 6001 Montrose Rd., Suite 902 |
> Rockville, MD 20852-4874 | "Witty, yet erudite saying goes here..."
> 301 984 3706 x38 |
> 301 984 2104 : FAX |
> dwight++at++ht.com | http://www.ht.com
>
>
>
>-- End of excerpt from Dwight Meglan

-- 
Angus Dorbie,
Silicon Graphics Ltd, UK
dorbie++at++reading.sgi.com

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