Biostar M6VLQ M6VLQ user's manual - Page 9

Motherboard Description

Page 9 highlights

Chapter 1 Motherboard Description High Performance rCADE3D™ Accelerator − 32 entry command queue,32 entry data queue. − 4Kbyte texture cache with over 90% hit rates. − Pipelined Single Cycle Setup / Texturing /Rendering Engines. − DirectDraw™ acceleration. − Multiple buffering and page flipping. Setup Engine − 32-bit IEEE floating point input data. − Slope and vertex calculations. − Back facing triangle culling. − 1/16 sub-pixel positioning. Rendering Engine − High performance single pass execution. − Diffused and specula lighting. − Gouraud and flat shading. − Anti-aliasing including edge,scene,and super-sampling. − OpenGL compliant blending for fog and depth-cueing. − 16-bit Z-buffer. − 8/16/32 bit per pixel color formats. Texturing Engine − 1/2/4/8-bits per pixel quality non-palletized textures. − 16/32-bits per pixel quality non-palletized textures. − Pallet formats in ARGB 565,1555,or 444. − Tri-linear,bi-linear,and point-sampled filtering. − Mip-mapping with multiple Level-Of-Detail (LOD) calculations and prespective correction. − Color keying for translucency. 2D GUI Engine − 8/15/16/24/32-bits per pixel color formats. − 256 Raster Operations (ROPs). − Accelerated drawing: BitBLTs,lines,polygons,fills,patterns,clipping,bit masking. − Panning,scrolling,clipping,color expansion,sprites. − 32x32 and 64x64 Hardware Cursor. − DOS graphics and text modes. 1-4

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Chapter 1
Motherboard Description
1-4
High Performance rCADE3D™ Accelerator
32 entry command queue,32 entry data queue.
4Kbyte texture cache with over 90% hit rates.
Pipelined Single Cycle Setup / Texturing /Rendering Engines.
DirectDraw™ acceleration.
Multiple buffering and page flipping.
Setup Engine
32-bit IEEE floating point input data.
Slope and vertex calculations.
Back facing triangle culling.
1/16 sub-pixel positioning.
Rendering Engine
High performance single pass execution.
Diffused and specula lighting.
Gouraud and flat shading.
Anti-aliasing including edge,scene,and super-sampling.
OpenGL compliant blending for fog and depth-cueing.
16-bit Z-buffer.
8/16/32 bit per pixel color formats.
Texturing Engine
1/2/4/8-bits per pixel quality non—palletized textures.
16/32-bits per pixel quality non-palletized textures.
Pallet formats in ARGB 565,1555,or 444.
Tri-linear,bi-linear,and point-sampled filtering.
Mip-mapping with multiple Level-Of-Detail (LOD) calculations and
prespective correction.
Color keying for translucency.
2D GUI Engine
8/15/16/24/32-bits per pixel color formats.
256 Raster Operations (ROPs).
Accelerated drawing: BitBLTs,lines,polygons,fills,patterns,clipping,bit
masking.
Panning,scrolling,clipping,color expansion,sprites.
32x32 and 64x64 Hardware Cursor.
DOS graphics and text modes.