Re: Graphics Hardware

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Luis A. Barcena (luisb++at++elba.engr.sgi.com)
Wed, 24 Jun 1998 04:40:06 GMT


On Jun 23, 1:58pm, SCOTT OFRIEL wrote:
> Subject: Graphics Hardware
> To all:
> How can I know what kind of graphics hardware I have on my 150 Mhz R4400
Onyx2
> RE2 Irix 6.2? How do I know whether I have texture memory/graphics? How
much
> texture memory do I need to have? (big question I'm sure). Our Performer
> programs now use a textured terrain database that use three different
> textures, that is pretty much the extent of our texture requirement.
>
> I did /usr/gfx/gfxinfo but it said nothing about texture graphics (hinv
> reports nothing as well).
>
> Thanks for all the help. Really appreciate it.
>
> Scott O'
>

You are right. the configuration does show clearly on RealityEngine
I give you an idea of what you can expect in non-InfiniteReality machines:

You should have something like:

****** HINV

4 150 MHZ IP19 Processors
CPU: MIPS R4400 Processor Chip Revision: 5.0
FPU: MIPS R4000 Floating Point Coprocessor Revision: 0.0
Secondary unified instruction/data cache size: 1 Mbyte
Data cache size: 16 Kbytes
Instruction cache size: 16 Kbytes
Main memory size: 192 Mbytes, 1-way interleaved
I/O board, Ebus slot 3: IO4 revision 1
Integral EPC serial ports: 4
RealityEngineII Graphics Pipe 0 at IO Slot 3 Physical Adapter 2 (Fchip rev 2)
^^^^^^ Your graphics

Integral Ethernet controller: et0, Ebus slot 3
EPC external interrupts
Integral SCSI controller 1: Version WD33C95A, differential, revision 0
  Disk drive: unit 3 on SCSI controller 1
  Disk drive: unit 2 on SCSI controller 1
  Disk drive: unit 1 on SCSI controller 1
Integral SCSI controller 0: Version WD33C95A, single ended, revision 0
Integral EPC parallel port: Ebus slot 3
VME bus: adapter 0 mapped to adapter 13
VME bus: adapter 13

******** /usr/gfx/gfxinfo

Graphics board 0 is "REV" graphics.
        Managed (":0.0") 1280x1024
        Display 1280x1024 ++at++ 60Hz
        12 GE (GE10 rev. 0x7)
        2 RM4 boards
        ^^^^^ Your texture memory
        Medium pixel depth
        10-bit RGBA pixels
        Not using Multi-Channel Option

Here show up RM4 does means 4MB of texture is available to you
(RM5 will mean 16MB)

If you use a pixel depth of 2bytes (for example IA5551) you should divide
4/16MB between 16 in order to know what is the maximun texture you can store
without paging, and taking account that also mipmap texture will need more
space for the levels.

Cheers,

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