Guy Russell (guyr++at++thoth.engr.sgi.com)
Tue, 8 Oct 1996 10:54:48 -0700
The jist of this is correct (ie 4 bits vs 5 bits of resolution for each color
component), however the Impact is also using 16 bits on 4 component textures.
See Rob Jenkins previous post on available texture formats on Impact.
>
> 2. Ever since the PI, SGI's desktop machines (of which the IMPACT
> is one) have used 12-bit frame buffers.
This is not true for Impact. The Impact has a configurable framebuffer, which
most apps use in 32 bit double buffered mode with a 24 bit Z buffer.
> Deskside and rack machines
> have used 24-bit frame buffers. The 12-bit frame buffer leads to
> what some have correctly called dithering. Remember "virtual 24"?
> That was the original purple Indigo slogan and still lives. O2
> does not follow this trend, but remember one RM6 has 160 MB of
> frame buffer RAM, so you may approach the 1 GB main memory limit
> by the time you configure a great color space, throw in the OS,
> and tuck in your app. :^)
>
> So, there are two issues which are distinct but seem to be becoming
> blurred in this thread.
>
Guy
--
Guy Russell
Vis Sim Applied Engineering Silicon Graphics Inc.
Email:guyr++at++engr.sgi.com 2011 N. Shoreline Blvd. M/S 3L-916
Phone:(415)933-6113 Mountain View CA 94043
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