Automated Presentation of directory src/tutorials/OGLT/Examples/ImageProcessing/src.shakib/

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The Roam program has been compiled and tested on the following High and Maximum Impact systems
(and it is always preferable to run it on systems with 4 TRAMS):
-- IRIX 5.3 All Indigo² IMPACT with patch 1105
-- IRIX 6.2
It is expected to compile and run on the following systems but has NOT BEEN TESTED:
-- Infinite Reality
-- Reality Engine (5.3 with OpenGL Extensions Patch 918 (successor to 154))

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

Files of interest from "src/tutorials/OGLT/Examples/ImageProcessing/src.shakib" directory

Source

Documentation

Reference

Subdirectories


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