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910GL датащи(PDF) 240 Page - Intel Corporation |
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910GL датащи(HTML) 240 Page - Intel Corporation |
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240 / 426 page ![]() Functional Description R 240 Datasheet 12.6.3.9 Cubic Environment Mapping Environment maps allow applications to render scenes with complex lighting and reflections while significantly decreasing processor load. There are several methods to generate environment maps (such as, spherical, circular and cubic). The GMCH supports cubic reflection mapping over spherical and circular since it is the best choice to provide real-time environment mapping for complex lighting and reflections. Cubic Mapping requires a texture map for each of the 6 cube faces. These can be generated by pointing a camera with a 90-degree field-of-view in the appropriate direction. Per-vertex vectors (normal, reflection or refraction) are interpolated across the polygon and the intersection of these vectors with the cube texture faces is calculated. Texel values are then read from the intersection point on the appropriate face and filtered accordingly. 12.6.4 Raster Engine The Raster Engine is where the color data (such as fogging, specular RGB, texture map blending, etc.) is processed. The final color of the pixel is calculated and the RGBA value combined with the corresponding components resulting from the Texture Engine. These textured pixels are modified by the specular and fog parameters. These specular highlighted, fogged, textured pixels are color blended with the existing values in the frame buffer. In parallel, stencil, alpha and depth buffer tests are conducted which will determine whether the Frame and Depth Buffers will be updated with the new pixel values. 12.6.4.1 Texture Map Blending Multiple Textures can be blended together in an iterative process and applied to a primitive. The GMCH allows up to four texture coordinates and texture maps to be specified onto the same polygon. Also, the GMCH supports using a texture coordinate set to access multiple texture maps. State variables in multiple texture are bound to texture coordinates, texture map or texture blending. 12.6.4.2 Combining Intrinsic and Specular Color Components The GMCH allows an independently specified and interpolated “specular RGB” attribute to be added to the post-texture blended pixel color. This feature provides a full RGB specular highlight to be applied to a textured surface, permitting a high-quality reflective colored lighting effect not available in devices which apply texture after the lighting components have been combined. If specular-add state variable is disabled, only the resultant colors from the map blending are used. If this state variable is enabled, RGB values from the output of the map blending are added to values for RS, GS, BS on a component by component basis. 12.6.4.3 Color Shading Modes The Raster Engine supports the flat and Gouraud shading modes. These shading modes are programmed by the appropriate state variables issued through the command stream. Flat shading is performed by smoothly interpolating the vertex intrinsic color components (Red, Green, Blue), Specular Highlights(R,G,B), Fog, and Alpha to the pixel, where each vertex color has the same value. The setup engine substitutes one of the vertex’s attribute values for the other |
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