Sharon Clay (src++at++rose.asd.sgi.com)
Mon, 25 Nov 1996 12:08:34 -0800
This sounds like a good guess.
->
->On RE2 you can improve things by sorting geosets and culling alpha pixels.
->You could even try a lower resolution framebuffer to give a bigger pixel
->depth.
->
->On iR you should be able to select a different visual to get multisample
->transparency. The secret with small pixel depth is to request a 15 bit
->zbuffer. I think the safe strategy is to ask for a 1 bit Z which delivers
->the best available given other attributes.
FYI, on iR with 1 RM6 at 1280x1024 you should have medium pixel depth and
you can get 23 bits of Z with 8 multisamples and 1 bit of stencil.
However, I strongly recommend that 15 bits of Z be tried becuase of
its faster fill rate - be sure you really need what you are paying for.
If you request 1 bit of Z you are more likely to to get a success, but
glXChooseVisual (what we use internally) will maximize the result so may give
you more than you need or want to pay for.
If there is any doubt as to the contents of the visual:
1) setenv PFNFYLEVEL 5 - Performer will print out the multisample & Z config
when it starts up
2) the following on a running program will show you what you got:
% xwininfo -tree (click mouse in performer window to get hierarchy)
% xwininfo -id 0xid (give id of main drawing window - not overlay
or parent container)
look for visual id
% glxinfo - look at attributs of visual id
src.
--
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Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src++at++sgi.com (415) 933 - 1002 FAX: (415) 965 - 2658 MS 8U-590
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