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[Gzz-commits] gzz/Documentation/Manuscripts/Irregu Irregular_...


From: Janne V. Kujala
Subject: [Gzz-commits] gzz/Documentation/Manuscripts/Irregu Irregular_...
Date: Sat, 02 Nov 2002 06:57:20 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Janne V. Kujala <address@hidden>        02/11/02 06:57:18

Modified files:
        Documentation/Manuscripts/Irregu: Irregular_shape_profiles.html 

Log message:
        Update fp and sqrt stuff

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Irregu/Irregular_shape_profiles.html.diff?tr1=1.1&tr2=1.2&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Irregu/Irregular_shape_profiles.html
diff -u gzz/Documentation/Manuscripts/Irregu/Irregular_shape_profiles.html:1.1 
gzz/Documentation/Manuscripts/Irregu/Irregular_shape_profiles.html:1.2
--- gzz/Documentation/Manuscripts/Irregu/Irregular_shape_profiles.html:1.1      
Wed Oct 30 08:09:18 2002
+++ gzz/Documentation/Manuscripts/Irregu/Irregular_shape_profiles.html  Sat Nov 
 2 06:57:18 2002
@@ -2,320 +2,325 @@
 <html>
 <head>
   <title>Irregular shape profiles</title>
-      
+                    
   <meta http-equiv="content-type"
  content="text/html; charset=ISO-8859-1">
 </head>
   <body>
- 
+     
 <table cellpadding="2" cellspacing="2" border="1" width="100%">
-   <tbody>
-     <tr>
-       <td valign="top">Profile<br>
-       </td>
-       <td valign="top">Required extensions<br>
-       </td>
-       <td valign="top">displacement resolution (bits)<br>
-       </td>
-       <td valign="top">texture units<br>
-       </td>
-       <td valign="top">register combiners<br>
-       </td>
-       <td valign="top">inner edge textures<br>
-       </td>
-       <td valign="top">outer edge textures<br>
-       </td>
-       <td valign="top">texture bits<br>
-       </td>
-       <td valign="top">stored angles<br>
-       </td>
-       <td valign="top">Draw color/texture w/o stencil<br>
-       </td>
-       <td valign="top">1-pass border + inside color/texture w/o stencil<br>
-       </td>
-       <td valign="top">Minification<br>
-       </td>
-       <td valign="top">Magnification<br>
-       </td>
-      <td valign="top">sqrt(scale)-border width option<br>
-      </td>
-     </tr>
-     <tr>
-      <td valign="top">NV30_MULTIACCESS (not implemented yet)<br>
-      </td>
-      <td valign="top">GL_NV_fragment_program?<br>
-      </td>
-      <td valign="top">choose<br>
-      </td>
-      <td valign="top">1 (w/ multiple accesses)<br>
-      </td>
-      <td valign="top"><br>
-      </td>
-      <td valign="top">1x(anything)<br>
-      </td>
-      <td valign="top">-<br>
-      </td>
-      <td valign="top"><br>
-      </td>
-      <td valign="top"><br>
-      </td>
-      <td valign="top">Yes<br>
-      </td>
-      <td valign="top">Yes<br>
-      </td>
-      <td valign="top">Works the same for any scale<br>
-      </td>
-      <td valign="top">Works the same for any scale<br>
-      </td>
-      <td valign="top">Yes (but thick border may require too many accesses)<br>
-      </td>
-    </tr>
-    <tr>
-       <td valign="top">NV_SHAD<br>
-       </td>
-       <td valign="top">GL_NV_texture_shader<br>
-       </td>
-       <td valign="top">16<br>
-       </td>
-       <td valign="top">3 (2 with NV25)<br>
-       </td>
-       <td valign="top"><br>
-       </td>
-       <td valign="top">1xHILO (+ 1D-ALPHA edge)<br>
-       </td>
-       <td valign="top">-<br>
-       </td>
-       <td valign="top">32<br>
-       </td>
-       <td valign="top"><br>
-       </td>
-       <td valign="top">Yes<br>
-       </td>
-       <td valign="top">Yes (w/ more combiners)<br>
-       </td>
-       <td valign="top">1D-texture mipmap<br>
-       </td>
-       <td valign="top">Up to 1D texture size<br>
-       </td>
-      <td valign="top">No (thick border looks bad)<br>
-      </td>
-     </tr>
-     <tr>
-       <td valign="top">NV_COMB_MULTITEX<br>
-       </td>
-       <td valign="top">GL_NV_register_combiners<br>
-       </td>
-       <td valign="top">8<br>
-       </td>
-       <td valign="top">3<br>
-       </td>
-       <td valign="top">4<br>
-       </td>
-       <td valign="top">2xINTENSITY<br>
-       </td>
-       <td valign="top">-<br>
-       </td>
-       <td valign="top">16<br>
-       </td>
-       <td valign="top"><br>
-       </td>
-       <td valign="top">Yes<br>
-       </td>
-       <td valign="top">Yes (w/ more combiners)<br>
-       </td>
-       <td valign="top">Works the same for any scale<br>
-       </td>
-       <td valign="top">Up to displacement resolution<br>
-       </td>
-      <td valign="top">Possible, but thick border may look bad with only
-3 accesses<br>
-      </td>
-     </tr>
-     <tr>
-       <td valign="top">NV_COMB_DOT3<br>
-       </td>
-       <td valign="top">GL_NV_register_combiners<br>
-       </td>
-       <td valign="top">7-8<br>
-       </td>
-       <td valign="top">1<br>
-       </td>
-       <td valign="top">2<br>
-       </td>
-       <td valign="top">(alpha of outer)<br>
-       </td>
-       <td valign="top">2xRGBA<br>
-       </td>
-       <td valign="top">64<br>
-       </td>
-       <td valign="top">3<br>
-       </td>
-       <td valign="top">Yes<br>
-       </td>
-       <td valign="top">(w/ more combiners)<br>
-       </td>
-       <td valign="top">Outer texture mipmap<br>
-       </td>
-       <td valign="top">Can interpolate outer edge towards inner edge (up 
-to displacement resolution)<br>
-       </td>
-      <td valign="top">Yes<br>
-      </td>
-     </tr>
-     <tr>
-       <td valign="top">NV_COMB_DOT4<br>
-       </td>
-       <td valign="top">GL_NV_register_combiners<br>
-       </td>
-       <td valign="top">7-8<br>
-       </td>
-       <td valign="top">1<br>
-       </td>
-       <td valign="top">2<br>
-       </td>
-       <td valign="top">2xINTENSITY<br>
-       </td>
-       <td valign="top">2xRGBA<br>
-       </td>
-       <td valign="top">80<br>
-       </td>
-       <td valign="top">4<br>
-       </td>
-       <td valign="top">Yes<br>
-       </td>
-       <td valign="top">(w/ more combiners)<br>
-       </td>
-       <td valign="top">Outer texture mipmap<br>
-       </td>
-       <td valign="top">Edge width increases<br>
-       </td>
-      <td valign="top">Yes<br>
-      </td>
-     </tr>
-     <tr>
-       <td valign="top">DOT3<br>
-       </td>
-       <td valign="top">GL_EXT_texture_env_dot3 <br>
-       </td>
-       <td valign="top">5-6<br>
-       </td>
-       <td valign="top">1<br>
-       </td>
-       <td valign="top"><br>
-       </td>
-       <td valign="top">(alpha of outer)<br>
-       </td>
-       <td valign="top">2xRGBA<br>
-       </td>
-       <td valign="top">64<br>
-       </td>
-       <td valign="top">3<br>
-       </td>
-       <td valign="top">(black w/ blend)<br>
-       </td>
-       <td valign="top">No<br>
-       </td>
-       <td valign="top">Outer texture mipmap<br>
-       </td>
-       <td valign="top">Edge width increases<br>
-       </td>
-      <td valign="top">Yes<br>
-      </td>
-     </tr>
-     <tr>
-       <td valign="top">STD (multi pass perturbed border)<br>
-       </td>
-       <td valign="top">GL_EXT_texture_env_add<br>
-       </td>
-       <td valign="top">8 (4 with G400)<br>
-       </td>
-       <td valign="top">1<br>
-       </td>
-       <td valign="top"><br>
-       </td>
-       <td valign="top">2xINTENSITY<br>
-       </td>
-       <td valign="top">-<br>
-       </td>
-       <td valign="top">16<br>
-       </td>
-       <td valign="top"><br>
-       </td>
-       <td valign="top">(black w/ blend)<br>
-       </td>
-       <td valign="top">No<br>
-       </td>
-       <td valign="top">Works the same for any scale<br>
-       </td>
-       <td valign="top">Works the same for any scale<br>
-       </td>
-      <td valign="top">Possible, but large perturbation looks bad<br>
-      </td>
-     </tr>
-     <tr>
-      <td valign="top">STD (constant displacement border; not currently 
implemented)<br>
-      </td>
-      <td valign="top">GL_EXT_texture_env_add<br>
-      </td>
-      <td valign="top">8 (4 with G400)<br>
-      </td>
-      <td valign="top">1<br>
-      </td>
-      <td valign="top"><br>
-      </td>
-      <td valign="top">2xINTENSITY<br>
-      </td>
-      <td valign="top">-<br>
-      </td>
-      <td valign="top">16<br>
-      </td>
-      <td valign="top"><br>
-      </td>
-      <td valign="top">(black w/ blend)<br>
-      </td>
-      <td valign="top">No<br>
-      </td>
-      <td valign="top">Works the same for any scale<br>
-      </td>
-      <td valign="top">Up to displacement resolution<br>
-      </td>
-      <td valign="top">Yes<br>
-      </td>
-    </tr>
-    <tr>
-       <td valign="top">STD_4<br>
-       </td>
-       <td valign="top">GL_EXT_texture_env_add<br>
-       </td>
-       <td valign="top">8 (4 with G400)<br>
-       </td>
-       <td valign="top">1<br>
-       </td>
-       <td valign="top"><br>
-       </td>
-       <td valign="top">2xINTENSITY<br>
-       </td>
-       <td valign="top">2x4xRGBA<br>
-       </td>
-       <td valign="top">80<br>
-       </td>
-       <td valign="top">4<br>
-       </td>
-       <td valign="top">(black w/ blend)<br>
-       </td>
-       <td valign="top">No<br>
-       </td>
-       <td valign="top">Outer texture mipmap<br>
-       </td>
-       <td valign="top">Edge width increases<br>
-       </td>
-      <td valign="top">Yes<br>
-      </td>
-     </tr>
-   
-  </tbody> 
+     <tbody>
+       <tr>
+         <td valign="top">Profile<br>
+         </td>
+         <td valign="top">Required extensions<br>
+         </td>
+         <td valign="top">displacement resolution (bits)<br>
+         </td>
+         <td valign="top">texture units<br>
+         </td>
+         <td valign="top">register combiners<br>
+         </td>
+         <td valign="top">inner edge textures<br>
+         </td>
+         <td valign="top">outer edge textures<br>
+         </td>
+         <td valign="top">texture bits<br>
+         </td>
+         <td valign="top">stored angles (--&gt; works for only one ripple
+amplitude/period ratio)<br>
+         </td>
+         <td valign="top">Draw color/texture w/o stencil<br>
+         </td>
+         <td valign="top">1-pass border + inside color/texture w/o stencil<br>
+         </td>
+         <td valign="top">Minification<br>
+         </td>
+         <td valign="top">Magnification<br>
+         </td>
+        <td valign="top">sqrt(scale)-border width option (currently only
+implemented for mipmaps)<br>
+        </td>
+       </tr>
+       <tr>
+        <td valign="top">NV_PROG (NV30)<br>
+        </td>
+        <td valign="top">GL_NV_fragment_program<br>
+        </td>
+        <td valign="top">16 (can also use float)<br>
+        </td>
+        <td valign="top">1 (w/ multiple accesses)<br>
+        </td>
+        <td valign="top"><br>
+        </td>
+        <td valign="top">1xHILO<br>
+        </td>
+        <td valign="top">-<br>
+        </td>
+        <td valign="top">32<br>
+        </td>
+        <td valign="top"><br>
+        </td>
+        <td valign="top">Yes<br>
+        </td>
+        <td valign="top">Yes<br>
+        </td>
+        <td valign="top">Works the same for any scale<br>
+        </td>
+        <td valign="top">Works the same for any scale<br>
+        </td>
+        <td valign="top">Yes (but thick border may require too many 
accesses)<br>
+        </td>
+      </tr>
+      <tr>
+         <td valign="top">NV_SHAD (NV20)<br>
+         </td>
+         <td valign="top">GL_NV_texture_shader<br>
+         </td>
+         <td valign="top">16<br>
+         </td>
+         <td valign="top">3 (2 w/ NV25)<br>
+         </td>
+         <td valign="top"><br>
+         </td>
+         <td valign="top">1xHILO (+ 1D-ALPHA edge)<br>
+         </td>
+         <td valign="top">-<br>
+         </td>
+         <td valign="top">32<br>
+         </td>
+         <td valign="top"><br>
+         </td>
+         <td valign="top">Yes<br>
+         </td>
+         <td valign="top">Yes (w/ more combiners)<br>
+         </td>
+         <td valign="top">1D-texture mipmap<br>
+         </td>
+         <td valign="top">Up to 1D texture size<br>
+         </td>
+        <td valign="top">No (thick border looks bad)<br>
+        </td>
+       </tr>
+       <tr>
+         <td valign="top">NV_COMB_MULTITEX (NV20)<br>
+         </td>
+         <td valign="top">GL_NV_register_combiners<br>
+         </td>
+         <td valign="top">8<br>
+         </td>
+         <td valign="top">3<br>
+         </td>
+         <td valign="top">4<br>
+         </td>
+         <td valign="top">2xINTENSITY<br>
+         </td>
+         <td valign="top">-<br>
+         </td>
+         <td valign="top">16<br>
+         </td>
+         <td valign="top"><br>
+         </td>
+         <td valign="top">Yes<br>
+         </td>
+         <td valign="top">Yes (w/ more combiners)<br>
+         </td>
+         <td valign="top">Works the same for any scale<br>
+         </td>
+         <td valign="top">Up to displacement resolution<br>
+         </td>
+        <td valign="top">Possible, but thick border may look bad with only
+ 3 accesses<br>
+        </td>
+       </tr>
+       <tr>
+         <td valign="top">NV_COMB_DOT3 (NV10)<br>
+         </td>
+         <td valign="top">GL_NV_register_combiners<br>
+         </td>
+         <td valign="top">7-8<br>
+         </td>
+         <td valign="top">1<br>
+         </td>
+         <td valign="top">2<br>
+         </td>
+         <td valign="top">(alpha of outer)<br>
+         </td>
+         <td valign="top">2xRGBA<br>
+         </td>
+         <td valign="top">64<br>
+         </td>
+         <td valign="top">3<br>
+         </td>
+         <td valign="top">Yes<br>
+         </td>
+         <td valign="top">(w/ more combiners)<br>
+         </td>
+         <td valign="top">Outer texture mipmap<br>
+         </td>
+         <td valign="top">Can interpolate outer edge towards inner edge (up 
+ to displacement resolution)<br>
+         </td>
+        <td valign="top">Yes<br>
+        </td>
+       </tr>
+       <tr>
+         <td valign="top">NV_COMB_DOT4 (NV10)<br>
+         </td>
+         <td valign="top">GL_NV_register_combiners<br>
+         </td>
+         <td valign="top">7-8<br>
+         </td>
+         <td valign="top">1<br>
+         </td>
+         <td valign="top">2<br>
+         </td>
+         <td valign="top">2xINTENSITY<br>
+         </td>
+         <td valign="top">2xRGBA<br>
+         </td>
+         <td valign="top">80<br>
+         </td>
+         <td valign="top">4<br>
+         </td>
+         <td valign="top">Yes<br>
+         </td>
+         <td valign="top">(w/ more combiners)<br>
+         </td>
+         <td valign="top">Outer texture mipmap<br>
+         </td>
+         <td valign="top">Edge width increases<br>
+         </td>
+        <td valign="top">Yes<br>
+        </td>
+       </tr>
+       <tr>
+         <td valign="top">DOT3<br>
+         </td>
+         <td valign="top">GL_EXT_texture_env_dot3 <br>
+         </td>
+         <td valign="top">5-6<br>
+         </td>
+         <td valign="top">1<br>
+         </td>
+         <td valign="top"><br>
+         </td>
+         <td valign="top">(alpha of outer)<br>
+         </td>
+         <td valign="top">2xRGBA<br>
+         </td>
+         <td valign="top">64<br>
+         </td>
+         <td valign="top">3<br>
+         </td>
+         <td valign="top">(black w/ blend)<br>
+         </td>
+         <td valign="top">No<br>
+         </td>
+         <td valign="top">Outer texture mipmap<br>
+         </td>
+         <td valign="top">Edge width increases<br>
+         </td>
+        <td valign="top">Yes<br>
+        </td>
+       </tr>
+       <tr>
+         <td valign="top">STD (multi pass perturbed border)<br>
+         </td>
+         <td valign="top">GL_EXT_texture_env_add<br>
+         </td>
+         <td valign="top">8 (4 with G400)<br>
+         </td>
+         <td valign="top">1<br>
+         </td>
+         <td valign="top"><br>
+         </td>
+         <td valign="top">2xINTENSITY<br>
+         </td>
+         <td valign="top">-<br>
+         </td>
+         <td valign="top">16<br>
+         </td>
+         <td valign="top"><br>
+         </td>
+         <td valign="top">(black w/ blend)<br>
+         </td>
+         <td valign="top">No<br>
+         </td>
+         <td valign="top">Works the same for any scale<br>
+         </td>
+         <td valign="top">Works the same for any scale<br>
+         </td>
+        <td valign="top">Possible, but large perturbation looks bad<br>
+        </td>
+       </tr>
+       <tr>
+        <td valign="top">STD (constant displacement border; not currently 
+implemented)<br>
+        </td>
+        <td valign="top">GL_EXT_texture_env_add<br>
+        </td>
+        <td valign="top">8 (4 with G400)<br>
+        </td>
+        <td valign="top">1<br>
+        </td>
+        <td valign="top"><br>
+        </td>
+        <td valign="top">2xINTENSITY<br>
+        </td>
+        <td valign="top">-<br>
+        </td>
+        <td valign="top">16<br>
+        </td>
+        <td valign="top"><br>
+        </td>
+        <td valign="top">(black w/ blend)<br>
+        </td>
+        <td valign="top">No<br>
+        </td>
+        <td valign="top">Works the same for any scale<br>
+        </td>
+        <td valign="top">Up to displacement resolution<br>
+        </td>
+        <td valign="top">Yes<br>
+        </td>
+      </tr>
+      <tr>
+         <td valign="top">STD_4<br>
+         </td>
+         <td valign="top">GL_EXT_texture_env_add<br>
+         </td>
+         <td valign="top">8 (4 with G400)<br>
+         </td>
+         <td valign="top">1<br>
+         </td>
+         <td valign="top"><br>
+         </td>
+         <td valign="top">2xINTENSITY<br>
+         </td>
+         <td valign="top">2x4xRGBA<br>
+         </td>
+         <td valign="top">80<br>
+         </td>
+         <td valign="top">4<br>
+         </td>
+         <td valign="top">(black w/ blend)<br>
+         </td>
+         <td valign="top">No<br>
+         </td>
+         <td valign="top">Outer texture mipmap<br>
+         </td>
+         <td valign="top">Edge width increases<br>
+         </td>
+        <td valign="top">Yes<br>
+        </td>
+       </tr>
+           
+  </tbody>   
 </table>
- <br>
+   <br>
+   <br>
+  <br>
  <br>
 </body>
 </html>




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