Glossary
3Dlabs Oxygen GVX210 User's Guide
37
Point Sampling
The basic method of adding texture to an object. Point sampling does not include any filtering of textures.
RAMDAC
The final component in the graphics subsystem that translates a digital image into an analog representation.
Rasterization
A method to fill in colors for all pixels bound by vertices.
Rendering
The final and most rigorous stage in the 3D pipeline where an object undergoes shading, texturing, etc.
RISC
Reduced Instruction Set Computing.
SDRAM
Synchronous Dynamic Random Access Memory (SDRAM) is a cost-effective solution to improve bandwidth
to and from memory, resulting in increased graphics performance.
SGRAM
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.
SDTP
Super Desktop Publishing. SDTP runs at 1600 x 1200.
Stencil Buffer
Similar to stipple masking, the stencil buffer assists with the creation of transparent effects.
Stipple masking
A technique that spatially creates transparent effects by rendering an object through various patterns.
Streaming SIMD
An instruction set developed by Intel for Pentium III-processor based systems. Streaming SIMD can improve
3D vertice transformation and lighting, among other operations.
SVGA
Super Video Graphics Array. SVGA runs at 800 x 600.
Tessellation
The initial part of the 3D pipeline where the object is described by a set of triangles.
Summary of Contents for Oxygen GVX210
Page 5: ...INTRODUCTION ...
Page 11: ...CHAPTER 1 INSTALLATION ...
Page 18: ...CHAPTER 2 SOFTWARE CONFIGURATION ...
Page 33: ...CHAPTER 3 TROUBLESHOOTING ...
Page 37: ...Software License 3Dlabs Oxygen GVX210 User s Guide 27 APPENDIX B SOFTWARE LICENSE ...
Page 41: ...APPENDIX C REGULATORY STATEMENTS ...
Page 43: ...APPENDIX D GLOSSARY ...