On Wed, 23 Feb 2005 21:43:01 -0500, Daniel Phillips <[EMAIL PROTECTED]> wrote: > On Wednesday 23 February 2005 20:40, Timothy Miller wrote: > > On Wed, 23 Feb 2005 19:34:42 -0500, I wrote: > > > Trilinear blending... > > > > I'm quite certain it's in there. I also know for a fact that it's in > > the model. > > Oh right, GL_LINEAR_MIPMAP_LINEAR. > > > > A trilinear blend is two bilinear blends lerped together. This > > > totals 56 multiplies. We probably can't afford that much real > > > estate for this feature. I propose to modify the bilinear hardware > > > to do this at half clock speed, with 4 additional multipliers. > > > > It doesn't require that many multiplies, actually. Since only two > > pixels come in per clock, only one multiply has to be done per clock > > to blend them. > > But on four color components. What did I miss?
You missed that I can be an idiot sometimes. :) > > > ...There are two sets of texture registers, but there is only > > one texture unit that can read only two pixels per clock from RAM. > > I've been wondering about that. Why do we bother interpolating two > textures times two pixels per clock if we can only texture at half that > rate? Wouldn't it make sense to interpolate fewer parameters per clock > and alternate the pipeline when somebody turns modulation on? We can texture AT that rate if we use only one texture and use NEAREST filter. _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
