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10.5.4 Texture Engine<br />

Functional Description<br />

The GMCH allows an image, pattern, or video to be placed on the surface of a 3D polygon. The<br />

texture processor receives the texture coordinate information from the setup engine and the<br />

texture blend information from the scan converter. The texture processor performs texture color<br />

or ChromaKey matching, texture filtering (anisotropic, trilinear, and bilinear interpolation), and<br />

YUV-to-RGB conversions.<br />

10.5.4.1 Perspective Correct Texture Support<br />

A textured polygon is generated by mapping a 2D texture pattern onto each pixel of the polygon.<br />

A texture map is like wallpaper pasted onto the polygon. Since polygons are rendered in<br />

perspective, it is important that texture be mapped in perspective as well. Without perspective<br />

correction, texture is distorted when an object recedes into the distance.<br />

10.5.4.2 Texture Formats and Storage<br />

The GMCH supports up to 32 bits of color for textures.<br />

10.5.4.3 Texture Decompression<br />

DirectX supports texture compression to reduce the bandwidth required to deliver textures. As the<br />

textures’ average size gets larger with higher color depth and multiple textures become the norm,<br />

it becomes increasingly important to provide a mechanism for compressing textures. Texture<br />

decompression formats supported include DXT1, DXT2, DXT3, DXT4, DXT5, and FXT1.<br />

10.5.4.4 Texture ChromaKey<br />

ChromaKey describes a method of removing a specific color or range of colors from a texture<br />

map before it is applied to an object. For “nearest” texture filter modes, removing a color simply<br />

makes those portions of the object transparent (the previous contents of the back buffer show<br />

through). For “ linear “ texture filtering modes, the texture filter is modified if only the nonnearest<br />

neighbor texels match the key (range).<br />

10.5.4.5 Anti-Aliasing<br />

Aliasing is one of the artifacts that degrade image quality. In its simplest manifestation, aliasing<br />

causes the jagged staircase effects on sloped lines and polygon edges. Another artifact is the<br />

moiré patterns that occur as a result of a very small number of pixels available on screen to<br />

contain the data of a high-resolution texture map. More subtle effects are observed in animation,<br />

where very small primitives blink in and out of view.<br />

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