Re: HW-texture representation on Impact

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Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Tue, 21 Jan 1997 18:24:26 +0000


On Jan 21, 6:17pm, Vector Technologies wrote:
> Subject: Re: HW-texture representation on Impact
> Yoooupeee!!!
> Great thanks to Angus and Rob - we could adjust the texel depth under
> MultiGen with the attribute menu.
> Now 2 questions:
> 1. in our flt models, we always used "default" value for texel depth
> attributes. On an RM-4, this value equals 8bits/component (RGBA), on an

I expect the default is actually five bits per component on RE2,
which means it looks much better than IMPACT.

> Impact (even with 4M TRAM) default value is 4 bits/component (RGBA). If we
> want to run the same application on both machines with the same quality, is
> it possible under Performer to override the default parameters in order not
> to have to modify the attribute of the textures under MultiGen?

You'd have to traverse the scene graph and change the pftextures.

> 2. on the Impact, we have a slight (10%) drop in the frame rate passing
> from 4bits/ component to 8bits/component RGBA. Is this normal ?

Yes, you may experience a larger performance hit on RE2 due to the
slower fill performance, but this depends on what you are rendering.

Cheers,
Angus.
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