Glossary
TVP4020
Programmers Reference Manual
304
subordinate edge
The sides of a primitive such as a triangle, which do not have
the greatest range of Y values.
subpatch addressing
A technique whereby data is organized in memory such
that there is improved performance for accesses to adjacent
scanlines in a buffer. For P
ERMEDIA
, this particular form of
patched addressing is available for accessing texture maps.
See also Patch Addressing.
subpixel correction A means of ensuring that all interpolated parameters
associated with a fragment (color, depth, fog, texture) are
correctly sampled at the fragment’s center. This is required, for
example, to ensure correct color shading of objects comprised
of many primitives.
tag
The data item that uniquely identifies a Graphics Core register.
task
A process, or thread on the host which uses the P
ERMEDIA
co-
processor. Typically tasks assume that they have sole use of
P
ERMEDIA
and rely on a device driver to save and restore their
P
ERMEDIA
context, when they are swapped out.
texel
Texture element. An element of an image stored in texture
memory which represents the color of the texture to be applied
(fully or in part) to a corresponding fragment.
texture
An image used to modify the color of fragments during
processing. Often used for instance to achieve high realism in
a scene, with relatively few primitives.
texture mapping
The process of applying a two dimensional image to a
primitive. For instance to apply a wood grain effect to a table.
writemask
A bit pattern used to enable or inhibit the writing of the
corresponding bits of a fragment's color into the framebuffer.
See also Software Writemask and Hardware Writemask.
YUV
An alternative color format to RGB, also known as YCbCr.
Color format used by MPEG.
Z buffer
An alternative name for the depth buffer.
Содержание TVP4020 PERMEDIA 2
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