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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 Indigo^2 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 Indigo^2 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
- /*
- 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
-