The Roam binary included on v6.1 of the Developer Toolbox was
generated on an IRIX 6.2 Indigo² Impact system.
In order to recompile you must install the GLUT 3.0 software,
included on this v6.1 Toolbox, onto your own system.
The inst images or tardist file can be found in
toolbox/src/exampleCode/opengl/GLUT/inst
README file from "src.shakib" directory
/* Author : Bob Shakib shakib@engr.sgi.com */ PURPOSE: ======== IMPACT's Memory-To-Graphics high download rate enables the hardware acceleration of a variety of applications , which all need to tile their data. For b&w images, 60HZ roaming can be achieved by pre-interleaving the tiles and loading them as pseudo-RGBA textures (see TX_SELECT extension). AUTHORS's ticks : ================= My Makefile first creates a .ofiles directory, where all the .o files go, and where the actual executable $(TARGET).EXE is generated. A $(TARGET) link is then created from the current directory to the executable. Libraries : =========== These Examples use P.Haeberli's libimage.a I assume these files are located under /usr/lib, and the image.h header can be found under /usr/include/gl COMPILER's DIRECTIVES: ====================== OPENGL EXTENSIONS: ================== CODE ARCHITECTURE : =================== The code follows the basic following algorithm : We divide the whole black&white image into tiles, which we then interleave and load into separate pseudo-RGBA texture objects. At any given time, depending on our position, we bind the relevant texture objects and select the relevant texture-channel 0, 1, 2 or 3 to constitute the currently active b&w texture. We rely on the texture manager to swap in and out the texture pages. The pre-interleaving and pre-loading of all these textures must be done carefully, considering that the texture manager restores the textures at exactly the same TRAM-addresses as they occupied when they were defined : an example of a bad side-effect would be for a typical simulation application to first define a great number of little textures. then, because of the limited texture memory size, some textures would have to be swapped out at definition time, and then replaced by other textures, which would therefore share the same physical address : if the rendering of any frame had to involve these 2 textures, then texture-swapping would occur, even if we had freed all of the other textures. For more information, please contact Bob Shakib - shakib@engr.sgi.com
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