Chikai Ohazama (chikai@talula)
Wed, 6 Oct 1999 11:04:23 -0700
You would think this is true, but it's not. The way IMPACT graphics is
setup you can only have 1 Mtexels in texture memory. So you
can have a RGBA 128x128x64 volume in memory (which takes up 4 MB) or a
128x128x64 LUMINANCE_ALPHA in texture memory (which takes up 2 MB), but
you cannot have a 128x128x128 LUMINANCE volume since it takes up 2
Mtexels.
> Another example:
> When bricking is required the volume seems to be divided only in z direction.
> This leads to crude differences in the number of polygons within the transient
> geometry depending on the view direction.
> When you look along the z-axis each slice is fully contained in a single brick
> -
> clipping against brick boundaries doesn't divide this slice.
> When you look along the x- or y-axis every slice spreads over all of the bricks
> - you get n pieces of this slice when clipping against the boundaries of n
> bricks. This effect leads to different time for polygonization and rendering
> and therefor variing framerates during rotation of the volume.
I can't disagree with you here. I think Dave or Robert G could comment on
this, discussing the actual algorithm for bricking. If it's really
affecting performance I would just pick you're own brick size explicitly.
Also realize that the some of the variations in framerate may also stem
the from the texture mapping hardware.
Hope this helps.
________________________________________________________________________
Chikai J. Ohazama, Ph.D. SGI
Scientific Visualization 1600 Amphitheatre Pkwy., ms 525
AGD Applied Engineering Mountain View, CA 94043.1351
Telephone: (650) 933-6533
FAX: (650) 932-6533
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