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