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845GL bảng dữ liệu(PDF) 124 Page - Intel Corporation |
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845GL bảng dữ liệu(HTML) 124 Page - Intel Corporation |
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124 / 193 page ![]() Functional Description 124 Intel® 82845G/82845GL/82845GV GMCH Datasheet 4.4.1.5 Raster Engine The Raster Engine is where the color data (e.g., 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 that will determine whether the Frame and Depth Buffers will be updated with the new pixel values. 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. 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 that 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. 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 (RGB), 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 two vertices attribute values thereby creating the correct flat shading terms. This condition is set up by the appropriate state variables issued prior to rendering the primitive. Gouraud shading is performed by smoothly interpolating the vertex intrinsic color components (Red, Green, Blue), Specular (RGB), Fog, and Alpha to the pixel, where each vertex color has a different value. All the attributes can be selected independently to one of the shading mode by setting the appropriate value state variables. Color Dithering Color Dithering helps to hide color quantization errors. Color Dithering takes advantage of the human eye’s propensity to “average” the colors in a small area. Input color, alpha, and fog components are converted from 8-bit components to 5- or 6- bit component by dithering. Dithering is performed on blended texture pixels. In 32-bit mode, dithering is not performed on the components. |
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