Re: Texturing on MaxImpact

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Lee Dixon (leed++at++iplmaster.orl.lmco.com)
Mon, 7 Oct 96 12:42:42 EDT


I've had the same problem on our High Impact. In an attempt to solve
the problem, I tried two things:
  Texture images are intensity, not rgb.
  Ensured that internal format was intensity
  Forced Performer to use a 10bit/per rgb visual, although not double buffered.

I still can see dithering in the textures. From the way the response sounds,
the dithering is taking place because of bit planes in the texture memory,
not because of the visual. Is this true? This dithering problem has made
our mini-onyx unusable for the applications we run on our real onyx.

Lee Dixon
lee-dixon++at++iplmail.orl.mmc.com

{ The IMPACT only supports 4 bit per component rgb hardware texturing
{ with 1 Mb of TRAM, the RE2 typically defaults to 5 bit rgb texturing
{ with Performer, hence the difference.
{
{ If you want to improve your road then either convert the image to a 1
{ component texture for 8 bit precision, or if you have 4 Mb of TRAM you
{ can change the internal format to 8 bit per component rgb.
{
{ Angus.
{
{ On Oct 7, 7:57am, Steven E. Aukstakalnis wrote:
{ > Subject: Re: Texturing on MaxImpact
{ > Peter Ebbesmeyer wrote:
{ > [Stuff deleted]
{ >
{ > >The texturing quality on our Onyx RE2 is better than on our MaxImpact >(e.g.
{ the road texture in the performer town demo is much smoother on >the RE2). What
{ is the reason for this?
{ >
{ >
{ > We have several of the systems at our facility.
{ > Chalk it up to dithering.
{ >
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