Re: Texture detail and zbuffer on Impact

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Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Mon, 20 Jan 1997 10:50:15 +0000


Are you relying on Performer to create your textures?

Try explicitly requesting a texture format with 8 bits per component.
This works on IMPACT with 4Mb TRAM so it sounds like your problems
are due to your software/database loader.

You go on to mention dithering, is this what you mean? Textures
don't dither, although they will to quantize when you use fewer
bits per texture component. You get dithering in your shading
if you have a visual which doesn't have 8 bits per component.

Have you mixed your terminology or are you talking about two
distinct problems?

Can you run a demo like "distort" to see if you have a problem with
8 bits per component texturing? It should be pretty obvious if it
uses 4 bits per component and this would indicate a problem specific
to your system.

Cheers,
Angus.

On Jan 20, 10:51am, Vector Technologies wrote:
> Subject: Re: Texture detail and zbuffer on Impact
> We have upgraded a High Impact to 4M TRAM. The maximum texel depth is
> always 16 bits, that means 4bits per channel RGBA. With 16 levels per
> channel, the dithering process under certain circumstances (e.g. cloudy
> sky) even gives false colors. The patches 1447 and 1574 (under Irix 6.2) do
> not modify the behaviour. In the manual (paragraph 1.4, Indigo IMPACT
> Graphics) however 4M TRAM should come with 48 bits texel depth.
> We inputted these results last year to Mountain View, we have no feed-back
> up to now.
> Will this bug be fixed, or do we have to live on an Impact with these poor
> texel depth definitions?
> Cheers.
> Alexander Knob.
> ******************************************
> VECTOR TECHNOLOGIES SA
> 7, ch de la Venoge
> CH - 1025 St-SULPICE
> Switzerland
> tel: +41 21 691 42 43
> fax: +41 21 691 42 40
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>
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>-- End of excerpt from Vector Technologies

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