Owner manual
Terms and Definitions
3Dlabs Graphics Accelerator Card User's Guide
46
jfm
jfmjfm
jfmJ
JJ
Jj~ééáåÖ=EÑçê=íÉñíìêÉ=éêçÅÉëëáåÖF
j~ééáåÖ=EÑçê=íÉñíìêÉ=éêçÅÉëëáåÖFj~ééáåÖ=EÑçê=íÉñíìêÉ=éêçÅÉëëáåÖF
j~ééáåÖ=EÑçê=íÉñíìêÉ=éêçÅÉëëáåÖF=
==
=
A feature that delivers photo-realistic images by wrapping 2D bitmaps around 3D objects closely
matching the texture to the object. MIP-Mapping allows different versions of a texture to be used for
objects of different sizes. It also enables faster performance as textures do not need to be scaled in real
time.
jìäíáéäÉ=oÉëçäìíáçå=pìééçêí
jìäíáéäÉ=oÉëçäìíáçå=pìééçêíjìäíáéäÉ=oÉëçäìíáçå=pìééçêí
jìäíáéäÉ=oÉëçäìíáçå=pìééçêí=
==
=
The ability to support multiple resolutions on the screen.
léÉådi
léÉådiléÉådi
léÉådi=
==
=
The industry standard library of advanced 3D graphics functions developed by Silicon Graphics, Inc.
mÉêëéÉÅíáîÉ=`çêêÉÅíáçå
mÉêëéÉÅíáîÉ=`çêêÉÅíáçåmÉêëéÉÅíáîÉ=`çêêÉÅíáçå
mÉêëéÉÅíáîÉ=`çêêÉÅíáçå=
==
=
A function that allows an object to maintain its 3D textural features as it moves away from the viewer,
into the background.
máéÉäáåáåÖ
máéÉäáåáåÖmáéÉäáåáåÖ
máéÉäáåáåÖ=
==
=
A basic hardware tool for accelerating processes.
máñÉä
máñÉämáñÉä
máñÉä=
==
=
The smallest addressable element of a cathode ray tube display. More simply put, the individual dots that
make up the screen image.
mçá
mçámçá
mçáåí=p~ãéäáåÖ
åí=p~ãéäáåÖåí=p~ãéäáåÖ
åí=p~ãéäáåÖ=
==
=
The basic method of adding texture to an object. Point sampling does not include any filtering of textures.
o^ja^`
o^ja^`o^ja^`
o^ja^`=
==
=
The final component in the graphics subsystem that translates a digital image into an analog
representation.
o~ë
o~ëo~ë
o~ëíÉêáò~íáçå
íÉêáò~íáçåíÉêáò~íáçå
íÉêáò~íáçå=
==
=
A method to fill in colors for all pixels bound by vertices.
oÉåÇÉêáåÖ
oÉåÇÉêáåÖoÉåÇÉêáåÖ
oÉåÇÉêáåÖ=
==
=
The final and most rigorous stage in the 3D pipeline where an object undergoes shading, texturing, etc.
ofp`
ofp`ofp`
ofp`=
==
=
Reduced Instruction Set Computing.
pao^j
pao^jpao^j
pao^j=
==
=
Synchronous Dynamic Random Access Memory (SDRAM) is a cost-effective solution to improve
bandwidth to and from memory, resulting in increased graphics performance.
pdo^j
pdo^jpdo^j
pdo^j=
==
=
Synchronous Graphics Random Access Memory allows data to be written in a single operation, rather
than a (slower) sequence of operations. It also handles background and foreground image fills effectively.
paqm
paqmpaqm
paqm=
==
=
Super Desktop Publishing. SDTP runs at 1600 x 1200.