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- Path: sparky!uunet!olivea!sgigate!odin!fido!cashew.asd.sgi.com!kurt
- From: kurt@cashew.asd.sgi.com (Kurt Akeley)
- Newsgroups: comp.sys.sgi
- Subject: Re: VGXT vs. Reality Engine
- Message-ID: <nn9eii8@fido.asd.sgi.com>
- Date: 24 Jul 92 22:33:08 GMT
- References: <jboyle.711872066@godzilla.cgl.citri.edu.au> <nllj1p4@fido.asd.sgi.com> <TJH.92Jul24140510@agni.world.std.com>
- Sender: news@fido.asd.sgi.com (Usenet News Admin)
- Organization: Silicon Graphics, Inc.
- Lines: 52
-
- --
-
- In article <TJH.92Jul24140510@agni.world.std.com>, tjh@agni.world.std.com (Tim Hall) writes:
- |> In article <nllj1p4@fido.asd.sgi.com> grege@chopin.asd.sgi.com (Greg Estes) writes:
- |>
- |> Path: world!uunet!olivea!sgigate!odin!fido!chopin.asd.sgi.com!grege
- |> From: grege@chopin.asd.sgi.com (Greg Estes)
- |> Newsgroups: comp.sys.sgi
- |> Date: 23 Jul 92 17:02:58 GMT
- |> References: <jboyle.711872066@godzilla.cgl.citri.edu.au>
- |> Sender: news@fido.asd.sgi.com (Usenet News Admin)
- |> Organization: Silicon Graphics, Inc.
- |> Lines: 67
- |>
- |>
- |> 12-bit per channel color RGBA (96-bit double-buffered)
- |>
- |> How will this work with current color and frame buffer routines?
- |>
- |> I know getgdesc will return the number of bits/channel so I assume
- |> we, the graphics programmer, will have to specify values between
- |> 0-4095 for the c*s and c*i routines.
-
- Nope. Your old specifications will work as they did before, with
- appropriate bits loaded into the 4 LSBs. The only way to get direct
- access to the 4 LSBs is with the c*f routines.
-
- |> c*f values would be properly
- |> mapped by the GL library. What about cpack? Will it modify the
- |> 8 most significant bits? What about lrectread? Will it handle
- |> 48 bit/pixel data? (current man page says max is 32 bits/pixel)
-
- All packed color formats (cpack, lrectwrite, lrectread) will duplicate
- their 4 MSBs into the LSBs (cpack, lrectwrite) or dump the 4 LSBs
- (lrectread). When RealityEngine ships with OpenGL, there will be
- more complete access to the 12-bit color fields. IRIS GL benefits
- primarily with smoother lighting and shading, i.e. when colors are
- computed within the graphics. It also benefits when images are
- computed in the framebuffer (blending for volume rendering, for
- example).
-
- |> New texture mapping modes, including bicubic interpolation and
- |> 3D textures
- |>
- |> How is this done? By stacking up a bunch of 2-D textures or can
- |> we provide a pointer to a function that, given u, v and w, returns
- |> a color?
-
- By stacking 2D images to form a 3D image. Neither IRIS GL nor OpenGL
- support procedural texture mapping.
-
- -- Kurt Akeley kurt@sgi.com (415) 390-3612 M/S 7U-550
-