Re: Texturing on MaxImpact

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Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Tue, 8 Oct 1996 10:38:00 +0100


Yes, the internal format I'm talking about is the texture memory, not
the visual. As I already said, this is a function of the amount of TRAM
on an IMPACT. With 4Mb of TRAM you can fix your problem, changing the
visual to 10 bit rgb won't help you, change the internal format of the
textures. I doubt the effect you are seeing is dithering.

eg:

pfTexFormat(texy, PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_8);

I think the RGBA_8 is equivalent of RGB_8 for 3 component textures.

Cheers,
Angus.

On Oct 7, 12:42pm, Lee Dixon wrote:
> Subject: Re: Texturing on MaxImpact
> 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.
> {


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