Glossary
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ELSA GLADIAC 5II
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42
EN
dual triangle, the vertices are transferred
only once. A fan object is used when sev-
eral triangles converge to a single point. In
this case, the vertices are also transferred
only once. These processes can reduce the
data volume by approximately a third.
쎲
Tearing –
If there is no synchronization
with the monitor when switching between
images (pages) in
mode,
areas of the images can become offset. To
resolve this, the switching between pages
is synchronized with the monitor frequen-
cy (Wait on Vertical Blank).
쎲
Tesselation –
Tessellation subdivides
objects into polygons (e.g. triangles) for 3D
rendering. For these primitives, the corner
point and color values as well as the trans-
parency value if necessary are deter-
mined. Tessellation is currently performed
by the application, i.e. upstream of the
쎲
Texel –
Individual pixel of a
쎲
Texture –
The overlaying of a surface
with a texture with correction for perspec-
tive, such as a wood grain or the drawing
of a wall with wallpaper in a perspective
view. Videos, too, can be used as a tex-
ture.
쎲
Transformation & Lighting (T&L) –
Us-
ing T&L, the main computer processor is
freed up from the consuming task of
computing geometric calculations. This
com-putational process, which includes all
of the coordinates of a 3D object during ro-
tation, shifting, scaling and color, is taken
over by the graphics board processor.
쎲
Trilinear filtering –
This is a mixture of
쎲
TrueColor –
A graphic display mode
with max. 16.7 million colors, i.e. a color
depth of 24 or 32 bits per pixel.
쎲
VESA –
Abbreviation for Video Electron-
ics Standards Association. A consortium
for standardizing computer graphics.
쎲
Viewing pyramid –
Designation for the
part of a 3D space located within the view-
er's field of vision.
쎲
VRAM –
Abbreviation for Video RAM.
VRAM is a fast dual-ported memory espe-
cially for graphics baords. It can simulta-
neously redraw the screen, while text and
images are drawn in the memory. This
makes it faster than single ported RAM
(DRAM).
쎲
Z biasing –
method for the
correct display of various objects with the
same depth coordinates. A typical exam-
ple is the display of a shadow on a wall:
both objects have the same Z (depth) coor-
dinates, but the shadow must appear on
the wall (not vice versa). The included Z
bias value ensures the correct display.
Under
, this functionality is
called PolygonOffset.
Содержание GLADIAC 511
Страница 1: ...ELSA GLADIAC TM 5II...
Страница 16: ...TV Out Interface ELSA GLADIAC 5II 16 EN...
Страница 30: ...Technical data ELSA GLADIAC 5II 30 EN...
Страница 32: ...Appendix ELSA GLADIAC 5II 32 EN 6 1 1 European Council CE...
Страница 43: ...Glossary 43 ELSA GLADIAC 5II EN Z buffer The 3D depth information of a pixel the position in the 3rd dimension...
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