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Functional Description<br />

10.5.5.2 Combining Intrinsic and Specular Color Components<br />

The GMCH allows an independently specified and interpolated “specular RGB” attribute to be<br />

added to the post-texture blended pixel color. This feature provides a full RGB specular highlight<br />

to be applied to a textured surface, permitting a high quality reflective colored lighting effect not<br />

available in devices that apply texture after the lighting components have been combined. If<br />

specular-add state variable is disabled, only the resultant colors from the map blending are used.<br />

If this state variable is enabled, RGB values from the output of the map blending are added to<br />

values for RS, GS, and BS on a component by component basis.<br />

10.5.5.3 Color Shading Modes<br />

The raster engine supports the flat and Gouraud shading modes. These shading modes are<br />

programmed by the appropriate state variables issued through the command stream.<br />

Flat shading is performed by smoothly interpolating the vertex intrinsic color components (Red,<br />

Green, Blue), Specular Highlights (R,G,B), Fog, and Alpha to the pixel, where each vertex color<br />

has the same value. The setup engine substitutes one of the vertex’s attribute values for the other<br />

two vertices attribute values thereby creating the correct flat shading terms. This condition is set<br />

up by the appropriate state variables issued prior to rendering the primitive.<br />

OpenGL and D3D use a different vertex to select the flat shaded color. This vertex is defined as<br />

the “provoking vertex”. In the case of strips/fans, after the first triangle, attributes on every vertex<br />

that define a primitive are used to select the flat color of the primitive. A state variable is used to<br />

select the “flat color” prior to rendering the primitive.<br />

Gouraud shading is performed by smoothly interpolating the vertex intrinsic color components<br />

(Red, Green, Blue). Specular Highlights (R,G,B), Fog, and Alpha to the pixel, where each vertex<br />

color has a different value.<br />

All the attributes can be selected independently from one of the shading modes by setting the<br />

appropriate value state variables.<br />

10.5.5.4 Color Dithering<br />

Color dithering helps to hide color quantization errors. Color dithering takes advantage of the<br />

human eye’s propensity to “average” the colors in a small area. Input color, alpha, and fog<br />

components are converted from 8-bit components to 5- or 6- bit components by dithering.<br />

Dithering is performed on blended textured pixels. In 32-bit mode, dithering is not performed on<br />

the components.<br />

10.5.5.5 Vertex and Per Pixel Fogging<br />

Fogging is used to create atmospheric effects (such as low visibility conditions in flight simulator-<br />

type games). It adds another level of realism to computer-generated scenes. Fog can be used for<br />

depth cueing or hiding distant objects. With fog, distant objects can be rendered with fewer<br />

details (fewer polygons); thereby, improving the rendering speed or frame rate. Fog is simulated<br />

by attenuating the color of an object with the fog color as a function of distance. The higher the<br />

density the lower the visibility for distant objects.<br />

There are two ways to implement the fogging technique: per-vertex (linear) fogging and per-pixel<br />

(non-linear) fogging. The per-vertex method interpolates the fog value at the vertices of a polygon<br />

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