Ndex – 3DLABS Oxygen VX1-16 User Manual
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3Dlabs Oxygen VX1-16 User's Guide
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I
NDEX
A
accelerator, graphics ................................................31
AGP.........................................................................30
alpha blending .........................................................30
alpha buffer .............................................................30
anti aliasing .............................................................30
API ..........................................................................30
atmospheric effects..................................................30
B
bilinear sampling .....................................................30
bit depth...................................................................30
C
clipping....................................................................30
configuration manager...............................................9
Configuration Manager .............................................9
D
DACs.......................................................................30
depth cueing ............................................................30
Direct 3D ...........................................................10, 13
dithering ..................................................................31
DMA
buffers..................................................................15
sub-buffers ...........................................................15
double buffering ......................................................31
drivers
Heidi ....................................................................32
E
EVGA......................................................................31
F
FCC statement .........................................................28
flat shading ..............................................................31
floating point ...........................................................31
frame buffer.............................................................31
G
gamma adjustment...................................................12
geometry..................................................................31
Gouraud shading .....................................................31
I
installation
agp slots.................................................................3
anti-static procedures.............................................2
back up first ...........................................................2
before you start ......................................................2
Oxygen cards.........................................................3
removing old cards ................................................3
software/drivers .....................................................6
tools .......................................................................3
M
mapping, texture......................................................33
memory
SDRAM.........................................................vii, 32
SGRAM...............................................................32
VRAM .................................................................33
MIP texture mapping...............................................32
monitor screen .........................................................17
monitors
DDC-type ............................................................17
resolutions ...........................................................22
multiple resolution support......................................32
O
OpenGL.......................................................10, 15, 32
Overlay/Alpha mode................................................15
P
perspective correction..............................................32
pipelining.................................................................32
pixel.........................................................................32
point sampling .........................................................32
geometry processing................................................vii
R
ramdac .....................................................................32
rasterization .............................................................32
rasterization engines ................................................vii
registration.................................................................7
rendering..................................................................32
RISC ........................................................................32