User manual ASUS V52 INSTALLATION GUIDE

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Manual abstract: user guide ASUS V52INSTALLATION GUIDE

Detailed instructions for use are in the User's Guide.

[. . . ] Product warranty or service will not be extended if: (1) the product is repaired, modified or altered, unless such repair, modification of alteration is authorized in writing by ASUS; or (2) the serial number of the product is defaced or missing. Products and corporate names appearing in this manual may or may not be registered trademarks or copyrights of their respective companies, and are used only for identification or explanation and to the owners' benefit, without intent to infringe. The product name and revision number are both printed on the product itself. Manual revisions are released for each product design represented by the digit before and after the period of the manual revision number. [. . . ] This mechanism will not be available to an application that has more than a small window border at the top of the screen. It will also be unavailable if, for example, a floating task bar (common on Windows NT 4. 0) is at any edge other than the top of the screen, since the display driver will check and find that the application window does not cover the whole screen. Full Flip Double Buffering Flip double buffering is available on the AGP-V52. Flip double buffering is available for applications that run in a single window and is facilitated by all of the desktop rendering being written to both frame buffers. When this is available, only the first double buffered window will use this approach. When there are multiple double buffered windows, the application reverts to blit double buffering. Blit Buffering Blit double buffering is the simplest form and involves copying the contents of the back buffer into the displayed buffer. For the given configuration, the OpenGL ICD will always try and use the fastest double buffering method that it can. If the selected screen resolution/color depth is too high, double buffered applications may start to run slowly, because they revert to using the Microsoft Generic OpenGL renderer. 16 · · ASUS AGP-V52 · · · Display Properties Some of the registry variables, detailed in the next section, can be conveniently changed by means of the V52 tab in the Display Properties dialog box. The V52 tab allows both boot-time and run-time control over the configuration of OpenGL and other applications using the ASUS AGP-V52 display driver. The control panel is split into a number of pages as listed later. The pages are selected by clicking one of the three configuration buttons at the top right of the V52 dialog box. NOTE You must have administrator privileges to change any settings in the Display Properties dialog box. Changing this option requires a restart of the system. 22 · · ASUS AGP-V52 · · · OpenGL Texturing and Extensions Efficient Use of Multiple Textures OpenGL applications that render primitives with multiple texture maps will achieve much higher performance by not invoking the different textures in immediate mode. There are two alternative options for efficient switching between multiple textures. The first and much preferred option is to use the OpenGL texture object functionality. Texture objects are fully editable and may have their images and parameters altered at any time (unlike the use of textures in display lists). Details on texture object functionality is available in the OpenGL 1. 1 specification. The performance gain using this approach will benefit performance for the ASUS AGP-V52 board. The second option is to define each texture (or array of mip map resolutions) within a display list -- with the limitation that only one texture is allowed per display list. Switching between different textures is then achieved by referencing the appropriate display list. Since display lists are not editable in OpenGL, the OpenGL implementation is able to cache texture data defined within a display list. In effect the display list identifier acts as a texture handle. This caching cannot be performed when a texture is invoked in immediate mode because the application in this case is expected to have changed the texture data since the time it was previously referred. Texture Memory Cache Management Texture data is stored in the local buffer memory on the graphics card. [. . . ] From the Log menu ensure that the System Log has been selected. Look for events with the Source type glint. Double click on these events to read the event message. If no GLINT events are logged, then everything is working perfectly. [. . . ]

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