QG82945GSE S LB2R Intel, QG82945GSE S LB2R Datasheet - Page 368

no-image

QG82945GSE S LB2R

Manufacturer Part Number
QG82945GSE S LB2R
Description
GRAPHICS AND MEM CNTRL HUB; No. of Pins: 998; Package / Case: FCBGA; Interface Type: PCI, SATA, USB
Manufacturer
Intel
Datasheet
10.4.1.6.6
10.4.1.6.7
10.4.1.6.8
10.4.1.6.9
10.4.1.6.10 Vertex and Per Pixel Fogging
368
Multiple Texture Composition
The Mobile Intel 945GM/GME/GMS/GU/GSE, 943/940GML and Intel 945GT Express
Chipsets also perform multiple texture composition. This allows the combination of two
or greater MIP Maps to produce a new one with new LODs and texture attributes in a
single or iterated pass. Flexible vertex format support allows multitexturing because it
makes it possible to pass more than one texture in the vertex structure.
Cubic Environment Mapping
Environment maps allow applications to render scenes with complex lighting and
reflections while significantly decreasing CPU load. There are several methods to
generate environment maps such as spherical, circular and cubic. The (G)MCH supports
cubic reflection mapping over spherical and circular since it is the best choice to provide
real-time environment mapping for complex lighting and reflections.
Cubic Mapping requires a texture map for each of the 6 cube faces. These can be
generated by pointing a camera with a 90-degree field-of-view in the appropriate
direction. Per-vertex vectors (normal, reflection or refraction) are interpolated across
the polygon and the intersection of these vectors with the cube texture faces is
calculated. Texel values are then read from the intersection point on the appropriate
face and filtered accordingly.
Multiple texture map surfaces arranged into a cubic environment map is supported.
Supports CLAMP and CUBE texture address mode for Cube maps.
A new format is supported for Compressed Cube maps that allow each mip/face to exist
in its own compression block.
Pixel Shader
The Mobile Intel 945GM/GME/GMS/GU/GSE, 943/940GML and Intel 945GT Express
Chipsets have a Microsoft DirectX9 PS 2.0-compliant Pixel shader. This includes
Perspective-correct diffuse and specular color interpolation via internal use of texco-
ords. Has also support for non-perspective correct texture coordinates as well as
support for Fog parameter separate from Specular Alpha.
Color Dithering
Color Dithering helps to hide color quantization errors. Color Dithering takes advantage
of the human eye’s propensity to “average” the colors in a small area. Input color,
alpha, and fog components are converted from 5 or 6-bit component to 8-bit
components by dithering. Dithering is performed on blended textured pixels with
random lower bits to avoid visible boundaries between the relatively discrete 5/6-bit
colors. Dithering is not performed on the components in 32-bit mode
Fogging is used to create atmospheric effects such as low visibility conditions in flight
simulator- type games. It adds another level of realism to computer-generated scenes.
Fog can be used for depth cueing or hiding distant objects. With fog, distant objects
can be rendered with fewer details (fewer polygons), thereby improving the rendering
speed or frame rate. Fog is simulated by attenuating the color of an object with the fog
color as a function of distance. The higher the density (lower visibility for distant
• Anisotropic MIP Linear: Anistropic filtering is performed on the two nearest LODs.
• Anisotropic with only one LOD: The texture map has only one LOD (not MIP-
The two LOD's are then blended together in a linear fashion
mapped), from which the sampling is done. Anisotropic filtering is then performed
on this image.
Functional Description
Datasheet

Related parts for QG82945GSE S LB2R