HP Kayak XU 04xx HP Kayak XU Series 04xx, HP Visualize Fx6 Configuration and - Page 19

Upgrading your HP VISUALIZE fx6, Point-sampled, bilinear, and trilinear MIP mapping

Page 19 highlights

HP VISUALIZE fx6 Graphics Board Configuration and Troubleshooting Guide Upgrading your HP VISUALIZE fx6 Upgrading your HP VISUALIZE fx6 You can upgrade your HP VISUALIZE fx6 graphics board with a 32 MB texture module accessory (part number D6795A). Texture memory and acceleration is especially required for rendering realistic 3-D images in visual simulation environments, where texture mapping is widely used. Texture mapping requires a large number of memory references and computation, that often accounts for more than half the total CPU time in the 3D pipeline. This optional texture module provides accelerated texture mapping support and 32 MB of Synchronous DRAM (SDRAM) to buffer texture maps. It brings you: • Dual texture acceleration processors • 32 MB SDRAM dedicated texture memory, configured as dual buffers of 16 MB • Point-sampled, bilinear, and trilinear MIP mapping • 3D texture mapping • Shadow texture mapping In addition to these features, the texture memory can also be used as offscreen memory to accelerate applications that must save and restore portions of the frame buffer, or depth buffer, while manipulating objects. English 19

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English
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HP VISUALIZE fx6 Graphics Board Configuration and Troubleshooting Guide
Upgrading your HP VISUALIZE fx6
Upgrading your HP VISUALIZE fx6
You can upgrade your HP VISUALIZE fx6 graphics board with a 32
MB texture module accessory (part number D6795A).
Texture memory and acceleration is especially required for
rendering realistic 3-D images in visual simulation environments,
where texture mapping is widely used.
Texture mapping requires a large number of memory references
and computation, that often accounts for more than half the total
CPU time in the 3D pipeline.
This optional texture module provides accelerated texture mapping
support and 32 MB of Synchronous DRAM (SDRAM) to buffer
texture maps. It brings you:
Dual texture acceleration processors
32 MB SDRAM dedicated texture memory, configured as dual
buffers of 16 MB
Point-sampled, bilinear, and trilinear MIP mapping
3D texture mapping
Shadow texture mapping
In addition to these features, the texture memory can also be used
as offscreen memory to accelerate applications that must save and
restore portions of the frame buffer, or depth buffer, while
manipulating objects.