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- Path: sparky!uunet!olivea!sgigate!sgi!fido!woof!airey
- From: airey@woof.asd.sgi.com (John Airey)
- Newsgroups: comp.sys.sgi.graphics
- Subject: Re: Esoteric Texture Question(s)
- Message-ID: <1gu5gdINNroe@fido.asd.sgi.com>
- Date: 19 Dec 92 03:38:53 GMT
- References: <BzHIAv.I5q@news.iastate.edu>
- Organization: Silicon Graphics, Inc. Mountain View, CA
- Lines: 75
- NNTP-Posting-Host: woof.asd.sgi.com
-
-
- In article <BzHIAv.I5q@news.iastate.edu>, boylan@pi.eai.iastate.edu writes:
- > The following are a couple of irritatingly specific GL questions,
- > primarily directed towards the GL development engineers at SGI:
- >
- > FIRST QUESTION:
- >
- > I'm guessing it's not possible right now, but it seems to me that it would
- > be really nice to somehow automatically generate high-frequency noise.
- >
- > This would allow you to get close to textures (even low-resolution ones)
- > without getting the annoying "out-of-focus" viewer phenomenon.
- >
- > Someone said that there are plans for allowing for combinations of two
- > textures at the same time. Is this true? This would be a nice general
- > solution for the high-freq noise problem and would also work well for
- > times when you want to have (for example) a shiny reflection-mapped wooden
- > sphere.
-
- See DETAIL textures on the RealityEngine. It's not completely general
- because only one set of texture coordinates are supplied, so the
- application of the DETAIL texture and the base texture have to be
- related. (you do have some control over relative scale and the amount
- of detail texture applied at a given LOD).
-
- >
- > SECOND QUESTION:
- >
- > Is there anyway to do TX_POINT texture interpolation on the alpha channel
- > (I want 0's and 255's, but nothing in-between) and TX_BILINEAR interpolation
- > for RGB components of a texture map? I'm generating a field of trees using
-
- On the RealityEngine you can
- TX_MAGFILTER_COLOR, TX_BILINEAR
- TX_MAGFILTER_ALPHA, SHARPEN
- which will do better than what you want.
-
- > tree textures mapped onto polygons. I'm using afunction() to disable the
- > drawing of pixels with alpha of zero. (Please don't tell me to sort the
- > forest in back-to-front-order -- that's cheating!)
- >
- > It would be nice if you could do a afunction(255,AF_EQUAL) or
- > afunction(0,AF_GREATER), but you can't. The only real options
- > are afunction(0,AF_NOTEQUAL) (don't draw 0-alpha pixels) and
- > afunction(0,ALWAYS) (the default).
-
- you get the full range of AF_EQUAL,NOTEQUAL,LESS,LEQUAL, etc. on
- VGXT and RealityEngine. I think we forgot to document it for a while.
-
- >
- >
- > Thanks a million-lighted-z-buffered-textured-polygons-per-second,
- >
-
- De nada.
-
- > Narret J. Nalyob
- >
- >
- > P.S. Still waiting for the hardware support for FFD's (Or was it
- > FFT's?), jpeg_lrectwrite(), and Phong-shaded bump-maps. ;^)
-
- Hmm. Don't have exactly that but check out 4.0.5G and IL 2.0. on RE.
-
- Can you say, "convolve a 1 comp image with 5x5 separable kernel at
- 20 _Million_ pixels/sec"?
- >
- > --
- > Terran J. Boylan, Sr. Artist/Programmer | "It's better to have loved
- > Engineering Animation, Inc., Ames, IA | and lost than just to have
- > (515) 296-9908 / (515) 296-7934 (> 5PM) | lost." -- Dorky Dog
-
- john m. airey airey@asd.sgi.com (415) 390-5248
- M/S 7U-550 Silicon Graphics, Advanced Graphics Division
- 2011 N. Shoreline Blvd., Mtn. View, CA 94039
-