User manual JATON 3DFORCES-128QUAD

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[. . . ] 3DForce S-64/S-64Quad 3DForce S-128/S-128Quad Multimedia Accelerator User's Manual version 3. 00 Copyright © 2001 Jaton Corporation, USA Contents INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 FEATURES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 AGP 2. 0 INTERFACE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 HIGH PERFORMANCE & HIGH QUALITY 3D ACCELERATOR . . . . 5 DISPLAY MEMORY INTERFACE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 MPEG-2/1 VIDEO DECODER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 HIGH PERFORMANCE 2D ACCELERATOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 VIDEO ACCELERATOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 OS SUPPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 CHECK LIST. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 HARDWARE DESCRIPTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [. . . ] It is possible to create the appearance of other colors that are not in the palette by mixing different colored pixels in a semi-random pattern. This technique can be used to make 256-color images look like 64K-color images. The reverse is also true: dithering can be used to render with only 256 colors some images which were computed using 64K colors. Double Buffering 30 This is the process of using two frame buffers for smooth animation. While the image of the first buffer is being displayed, the graphics controller can use the second buffer to build or render the next image. Once the second image is completed, the buffers are switched. Thus, the result is the appearance of smooth animation because only complete images are displayed, and the process of drawing is not shown. This type of memory is faster than regular dynamic RAM because it has its own cache. While the CPU is reading the data stored in this cache, the memory can retrieve other information so that the CPU will not be idly waiting for the memory to catch up. Extrusion Extrusion is the process of creating three-dimensional geometry out of flat, two-dimensional shapes by drawing the 2D shape along a path in 3-D space. The extrusion path may be a straight line or any kind of curve. If the path is linear, it may be normal to, or at any other angle to the extruded shape. Extrusion may be used to both build a 3-D object to begin with, or to add additional geometry to an existing 3-D polygon mesh object. In the latter case, a polygon (or group of polygons) comprising part of the surface of the object are extruded. This extrusion can be either outward or inward on the 3-D object, creating positive or negative surface detail. Extrusion of polygons on 3-D objects is often associated with a beveling type of effect. Fill Rate Fill Rate is the number of pixels that a card can render (textured and shaded) over a given time period (millions of pixels per second, MPPS). Filtering Imagine the effect of stretching a 2D image from a resolution of 20*20 pixels to another one of 400*400 pixels. When you 31 displayed the same image at 400*400 pixels you will see larger and larger blocks of pixels of the same color. This is what would happen with a 3D object when you move closer to it in a game if there was no techniques of filtering. Filtering is a technique for smoothing textures mapped onto 3D objects. When the filtering is used, the color of each pixel of the destination texture is determined by performing linear interpolations between the colors of several pixels inside the source texture. [. . . ] TRADEMARK AND COPYRIGHT: All Trademarks and Registered Trademarks belong to respective owners. All rights reserved. 42 Limited Warranty. Manufacturer warrants that the products sold hereunder are free from defects in material and workmanship for a period of two (2) years from manufacturing date. This limited warranty applies only to the original purchaser of This product and is not transferable. This Limited Warranty does not cover any incompatibilities due to the user's computer, hardware, software or any related system configuration in which the products interfaces. Other Limits. The forgoing is in lieu of all other warranties, expressed or implied. [. . . ]

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