3dlabs Oxygen VX1-16 Manual de usuario Pagina 44

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3Dlabs Oxygen VX1-16 User's Guide
34
I
NDEX
A
accelerator, graphics................................................31
AGP.........................................................................30
alpha blending .........................................................30
alpha buffer .............................................................30
anti aliasing .............................................................30
API ..........................................................................30
atmospheric effects..................................................30
B
bilinear sampling.....................................................30
bit depth...................................................................30
C
clipping....................................................................30
configuration manager...............................................9
Configuration Manager .............................................9
D
DACs.......................................................................30
depth cueing ............................................................30
Direct 3D...........................................................10, 13
dithering ..................................................................31
DMA
buffers..................................................................15
sub-buffers...........................................................15
double buffering ......................................................31
drivers
Heidi....................................................................32
E
EVGA......................................................................31
F
FCC statement.........................................................28
flat shading..............................................................31
floating point ...........................................................31
frame buffer.............................................................31
G
gamma adjustment...................................................12
geometry..................................................................31
Gouraud shading .....................................................31
I
installation
agp slots.................................................................3
anti-static procedures.............................................2
back up first...........................................................2
before you start......................................................2
Oxygen cards.........................................................3
removing old cards................................................3
software/drivers.....................................................6
tools.......................................................................3
M
mapping, texture......................................................33
memory
SDRAM.........................................................vii, 32
SGRAM...............................................................32
VRAM.................................................................33
MIP texture mapping...............................................32
monitor screen.........................................................17
monitors
DDC-type ............................................................17
resolutions ...........................................................22
multiple resolution support......................................32
O
OpenGL.......................................................10, 15, 32
Overlay/Alpha mode................................................15
P
perspective correction..............................................32
pipelining.................................................................32
pixel.........................................................................32
point sampling.........................................................32
geometry processing................................................vii
R
ramdac.....................................................................32
rasterization.............................................................32
rasterization engines................................................vii
registration.................................................................7
rendering..................................................................32
RISC........................................................................32
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