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Glossary
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ELSA Synergy 2000
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48
EN
ual 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 trans-
ferred only once. These processes can re-
duce 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
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Texel –
Individual pixel of a
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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 com-
puting geometric calculations. This com-
putational process, which includes all of
the coordinates of a 3D object during rota-
tion, shifting, scaling and color, is taken
over by the graphics board processor.
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Trilinear filtering –
This is a mixture of
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TrueColor –
A graphic display mode
with max. 16.7 million colors, i.e. a color
depth of 24 or 32 bits per pixel.
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VESA –
Abbreviation for Video Electron-
ics Standards Association. A consortium
for standardizing computer graphics.
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Viewing pyramid –
Designation for the
part of a 3D space located within the view-
er's field of vision.
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VRAM –
Abbreviation for Video RAM. A
module for upgrading the memory on a
graphics board to display higher resolu-
tions and color depths.
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Z biasing –
method for
the correct display of various objects with
the same depth coordinates. A typical ex-
ample 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. Un-
der
, this functionality is called
PolygonOffset.
쎲
Z buffer –
The 3D depth information of a
pixel (the position in the 3rd dimension).
Содержание Synergy 2000
Страница 1: ...ELSA Synergy TM 2000...
Страница 8: ...Introduction ELSA Synergy 2000 8 EN...
Страница 14: ...After installing the drivers ELSA Synergy 2000 14 EN...
Страница 32: ...Graphics know how ELSA Synergy 2000 32 EN...
Страница 36: ...Technical data ELSA Synergy 2000 36 EN...
Страница 42: ...Appendix ELSA Synergy 2000 42 EN...