

Table 5.2 The color combine function scale factor. Table 5.1 Configuring the color combine unit. Table 4.1 The location of the origin affects triangle orientation and the sign of its area. Table 3.2 Frame buffer resolution and configuration. State Coherency and Contention Between Processesįigure 3.2 Logical layout of the linear frame buffer.įigure 4.4 Polygon orientation and the sign of the area.įigure 4.5 Aliased and anti-aliased lines.įigure 9.2 Point sampled and bilinear filtering.įigure 10.2 The size of a mipmap depends on the setting of the evenOdd flag.įigure 10.5 Replacing a few rows of an LOD.įigure 11.1 Reading from and writing to the LFB.įigure 11.2 Frame buffer writes: encoding the location of the origin as the sign of the strideInBytes.įigure 12.1 The Voodoo Graphics status register. Linear z Buffering and Coordinate System Ranges Using LOD Bias To Control Texture Aliasing

Writing a Rectangle of Pixels into the LFBĬhapter Fourteen Programming Tips and Techniquesįloating Point Vertex Snapping and Area CalculationsĪvoiding Screen Clears by Rendering Background Polygons Special Effects and Linear Frame Buffer Writes The Color Palette (not implemented in TMU Revision 0)ĭownloading a Decompression Table or Color PaletteĬhapter Eleven Accessing the Linear Frame Buffer No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, without prior written consent.Įxamples of Configuring the Texture Pipeline Other product names are trademarks of the respective holders.Ĭopyright © 1995- 1997 by 3Dfx Interactive, Inc.Īll rights reserved.

MS-DOS and Win32 are trademarks of Microsoft, Inc. OpenGL is a trademark of Silicon Graphics, Inc.Īutodesk CDK is a trademark of Autodesk, Inc. Glide, TexUS, Pixel fx and Texel fx are trademarks of 3Dfx Interactive, Inc. Programming the 3Dfx Interactive Glide Rasterization Library 2.
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