Re: HW-texture representation on Impact

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Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Mon, 20 Jan 1997 17:20:37 +0000


On Jan 20, 4:49pm, Vector Technologies wrote:
> Subject: HW-texture representation on Impact
> Angus:
> we are creating textured polygons with MultiGen. The loader cannot be the
> problem since on an IR (with RM-6) the texel depth representation is fine.
> For our test, we created a rectangle textured with R=G=const. and B
> decreasing from 255 (left) to 0 (right). The texture on the Impact is
> clearly quantified (not dithered, sorry!) with 16 levels.
> The demo "distort" with the dog gives a uniform brown color.

The iR supports different texture formats, ie 5,5,5 bits RGB instead of
4,4,4 rgb so it'd look a _lot_ better than IMPACT. Performer will also
default to a different internal format.

What you have to do is get the texture on the MultiGen palette and
press "=", then edit the internal format flag to be RGB 8,8,8 (or
whatever the token reads this will create an attributes file which
tells the flight loader to use more bits per texel. Next time you
load the database you should see the improved texture format being
used.

Cheers,
Angus.
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