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Ndex – 3DLABS Oxygen VX1-16 User Manual

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3Dlabs Oxygen VX1-16 User's Guide

34

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