Re: Pixel count on Infinite Reality

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Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Tue, 30 Apr 1996 10:02:43 +0100


It depends what your question means. If your asking if you have to include it
for pixel fill load calculations then the answer is no, unless you redraw the
whole thing every frame. Work out how much you are drawing to the console each
frame and include that in your calculation. If this is some non custom gui area
with expose events etc then you'd want to do this a different way. Also you
don't want multiple threads rendering to the same pipe if it can be avoided.

For your other calculations (RM Memory, RM-DG bandwidth & DG dac bandwidth) you
must include the console unless you are using an ascii terminal of some sort.

A remote INDY might be a better way of running a console, even if you only use
it as an X server.

Rgds,
Angus.

On Apr 29, 3:12pm, Hudson Holmes wrote:
> Subject: Pixel count on Infinite Reality
> I am interested in configuring an Infinite Reality, 3 channel system with 1K
x 1K
> resolution per channel and a user console. I know how to calculate
> the Raster Manager requirements as described by other users here.
> What I do not know is if I must include the screen resolution of the
> user console in that calculation or is that a freebee which does not
> require use of the RMs in the graphics pipe. Can anyone help me with
> this?
>-- End of excerpt from Hudson Holmes

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

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