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Intel® 945G/945GZ/945GC/ 945P/945PL Express Chipset Family ...

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Functional Description<br />

10.5.4.6 Texture Map Filtering<br />

The GMCH supports many texture mapping modes. Perspective correct mapping is always<br />

performed. As the map is fitted across the polygon, the map can be tiled, mirrored in either the U<br />

or V directions, or mapped up to the end of the texture and no longer placed on the object (this is<br />

known as clamp mode). The way a texture is combined with other object attributes is also<br />

definable.<br />

The GMCH supports up to 12 Levels-of-Detail (LODs) ranging in size from 2048x2048 to 1x1<br />

texels. Textures need not be square. Included in the texture processor is a texture cache that<br />

provides efficient MIP-mapping.<br />

The GMCH supports 7 types of texture filtering:<br />

244<br />

� Nearest (aka Point Filtering): Texel with coordinates nearest to the desired pixel is used.<br />

(This is used if only one LOD is present).<br />

� Linear (aka Bilinear Filtering): A weighted average of a 2x2 area of texels surrounding the<br />

desired pixel is used. (This is used if only one LOD is present).<br />

� Nearest MIP Nearest (aka Point Filtering): This is used if many LODs are present. The<br />

nearest LOD is chosen and the texel with coordinates nearest to the desired pixel is used.<br />

� Linear MIP Nearest (Bilinear MIP Mapping): This is used if many LODs are present. The<br />

nearest LOD is chosen and a weighted average of a 2x2 area of texels surrounding the<br />

desired pixel is used (four texels). This is also referred to as Bilinear MIP Mapping.<br />

� Nearest MIP Linear (Point MIP Mapping): This is used if many LODs are present. Two<br />

appropriate LODs are selected and within each LOD the texel with coordinates nearest to the<br />

desired pixel is selected. The final texture value is generated by linear interpolation between<br />

the two texels selected from each of the MIP Maps.<br />

� Linear MIP Linear (Trilinear MIP Mapping): This is used if many LODs are present. Two<br />

appropriate LODs are selected and a weighted average of a 2x2 area of texels surrounding the<br />

desired pixel in each MIP Map is generated (four texels per MIP Map). The final texture<br />

value is generated by linear interpolation between the two texels generated for each of the<br />

MIP Maps. Trilinear MIP Mapping is used to minimize the visibility of LOD transitions<br />

across the polygon.<br />

� Anisotropic MIP Nearest (Anisotropic Filtering): This is used if many LODs are present. The<br />

nearest LOD-1 level will be determined for each of four sub-samples for the desired pixel.<br />

These four sub-samples are then bilinear filtered and averaged together.<br />

Both D3D (DirectX 6.0) and OGL (Revision 1.1) allow support for all these filtering modes.<br />

10.5.4.7 Multiple Texture Composition<br />

The GMCH also performs multiple texture composition. This allows the combination of two or<br />

greater MIP Maps to produce a new one with new LODs and texture attributes in a single or<br />

iterated pass. Flexible vertex format support allows multitexturing because it makes it possible to<br />

pass more than one texture in the vertex structure.

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