Index
Prev
Index
2D tiling (screen decomposition)
Scaling Techniques
3D tiling (database decomposition)
Scaling Techniques
4D tiling (DPLEX, temporal decomposition)
Scaling Techniques
anisotropic filtering
Graphics Architecture
architecture
graphics
Scalable Graphics Architecture
Graphics Architecture
system
Scalable System Architecture
ATI boards
Graphics Architecture
ATI FireGL X2-256 accelerator
Graphics Architecture
billboards
Vertex Programs
bootstrapping
Bootstrapping
bump mapping
Vertex Programs
Fragment Programs
Cache Coherent Non-Uniform Memory Access (ccNUMA) technology
Scalable System Architecture
ccNUMA technology
Scalable System Architecture
channel (screen) overlapping
Configuring Edge Blending or Channel Overlapping
chkconfig command
Adding or Removing Pipes
clipping planes
Commodity Graphics Features
compositor configuration
Configuring the Compositor
configurations
Extreme configuration
System Configurations
Power configuration
System Configurations
system configurations
System Configurations
Team configuration
System Configurations
convolutions
Fragment Programs
database decomposition
Scaling Techniques
Directional lighting
Commodity Graphics Features
display list optimizer
Display List Optimizer
display lists
Graphics Architecture
Retained Data Model
DP3 instruction
GPU Programming
DPLEX decomposition
Scaling Techniques
dual channels
Configuring Dual Channels
edge blending
Configuring Edge Blending or Channel Overlapping
element arrays
Commodity Graphics Features
Element Arrays
error logging
Error Logging
Extreme configuration
System Configurations
eye-based decomposition (stereo)
Scaling Techniques
Fast Z clear
Commodity Graphics Features
Other Features
FGL 9800 Visual Processing Unit
Graphics Architecture
fill rate
Commodity Graphics Features
fragment programs
Commodity Graphics Features
GPU Programming
Fragment Programs
Fragment Program Tips
FrameLock
Configuring the ImageSync IS1 Card
FSAA (See full-scene antialiasing.)
Graphics Architecture
full-scene antialiasing (FSAA)
Commodity Graphics Features
Graphics Architecture
Other Features
Enabling Full-Scene Antialiasing
G2-bricks
G2-bricks and G2N-bricks
G2N-bricks
G2-bricks and G2N-bricks
gen-XF86Config script
Bootstrapping
gethostname() function
Configuration File Location
glArrayObjectATI() function
Vertex Array Objects (VAOs)
glBegin()/glEnd() code blocks
Performance Tips
Platform-Specific Porting Information
Display List Optimizer
glDrawArrays() function
Vertex Array Objects (VAOs)
glDrawElement() function
Vertex Array Objects (VAOs)
glDrawElementArrayATI() function
Element Arrays
glDrawElementArrayRangeATI() function
Element Arrays
glDrawElements() function
Vertex Array Objects (VAOs)
Element Arrays
glDrawPixels() function
glDrawPixels()
and
glReadPixels()
Rates
glFlush() function
Timing
glNewObjectBufferATI() function
Vertex Array Objects (VAOs)
glNormal3f() function
Timing
glReadPixels() function
glDrawPixels()
and
glReadPixels()
Rates
glTexGen*() functions
Vertex Programs
glUpdateObjectBufferATI() function
Vertex Array Objects (VAOs)
glXSwapBuffers() function
Platform-Specific Porting Information
Timing
GPU programs
GPU Programming
graphics architecture
Scalable Graphics Architecture
Graphics Architecture
hardware features
Hardware Features
Hyper-Z technology
Other Features
Hyper-Z Depth Test
IBM T221 9-Megapixel monitor
Configuring an IBM T221 9-Megapixel Monitor
IBR
Fragment Programs
ImageSync IS1 card
Configuring the ImageSync IS1 Card
immediate mode
Display List Optimizer
InfiniteReality systems
InfiniteReality Programming Features Versus UltimateVision Features
Intel386 processors
Moving from Xsgi to XFree86
lighting
directional
Commodity Graphics Features
local
Commodity Graphics Features
per-pixel
Fragment Programs
sources
Commodity Graphics Features
local lighting
Commodity Graphics Features
MAD instruction
GPU Programming
Mirage projector
Configuring a Mirage Projector
motion blur
Fragment Programs
multipipe programming
Multipipe Programming
multitexturing
Other Features
multiuser environment
Multiple Keyboards/Mice and Multiple X Servers
Non-photorealistic rendering (NPR)
Vertex Programs
NUMAflex technology
Scalable System Architecture
NUMAlink technology
Scalable Graphics Architecture
OpenGL Multipipe
Scalable Graphics Architecture
OpenGL Multipipe
OpenGL Multipipe SDK
Scalable Graphics Architecture
OpenGL Multipipe SDK
OpenGL Performer
Scalable Graphics Architecture
OpenGL Performer
overlay planes
Enabling Overlay Planes
Oynx4 systems
About This Guide
performance
benchmarks
Performance Benchmarks
tips
Performance Tips
pipes, adding or removing
Adding or Removing Pipes
pixel formats
Pixel Formats
PJMS
Other Features
Power configuration
System Configurations
Programmable Jitter Multi-Sampling (PJMS) system
Other Features
Programmable Transform & Light (T&L) unit
Vertex Programs
programming features
InfiniteReality Programming Features Versus UltimateVision Features
Radeon 9500 Pro and 9700 Pro
Graphics Architecture
Radeon 9800 Pro and 9900 Pro
Graphics Architecture
reflection
Fragment Programs
refraction
Fragment Programs
retained data mode
Retained Data Model
scalability
Scalable System Architecture
Scalable Graphics Architecture
Scaling Dimensions
scaling techniques
Scaling Techniques
screen (channel) overlapping
Configuring Edge Blending or Channel Overlapping
screen decomposition
Scaling Techniques
SGI_texture_color_table extension
Texture Lookup Tables (TLUTs)
SmoothVision
Other Features
SMP architecture
Scalable System Architecture
startgfx utility
Restarting Graphics
state decomposition
Scaling Techniques
stereo decomposition
Scaling Techniques
stereo-specific configuration file
Configuring Pipes for Stereo
strip consolidation
Strip Consolidation
SwapReady
Configuring the ImageSync IS1 Card
Symmetric Multi-Processing (SMP) architecture
Scalable System Architecture
system
architecture
Scalable System Architecture
configurations
System Configurations
startup
Bootstrapping
T&L unit
Vertex Programs
Fragment Programs
Team configuration
System Configurations
temporal decomposition
Scaling Techniques
TEX instruction
GPU Programming
texture download rates
Texture Download Rates
texture filters
Fragment Programs
texture lookup tables (TLUTs)
Texture Lookup Tables (TLUTs)
TLUTs
Texture Lookup Tables (TLUTs)
transform rate
Commodity Graphics Features
GPU Programming
troubleshooting
Error Logging
vertex array objects (VAOs)
Commodity Graphics Features
Graphics Architecture
Retained Data Model
Vertex Array Objects (VAOs)
vertex caches
Vertex Caches
vertex programs
Commodity Graphics Features
GPU Programming
Vertex Programs
VESA Display Data Channel (DDC) standard
Configuring Dual Channels
VOAs (See vertex array objects.)
Commodity Graphics Features
xdm utility
Restarting Graphics
XFree86
command
Restarting Graphics
configuration file
The XFree86 Configuration File
implementation of X Window System
Moving from Xsgi to XFree86
Xsgi
Moving from Xsgi to XFree86