Index
1 numerics
3d clipping ..........................................43
3d pipeline ................................... 25, 43
3dnow! ..............................................43
2 a
accumulated buffers ..........................45
agp bus ..............................................43
aliasing ...............................................43
alpha blending ....................................43
anisotropic filtering ............................43
anti-aliasing .......................................26
api ................................................ 27, 43
3 b
back buffer ................................... 26, 44
back-face culling ................................43
bilinear filtering ..................................43
bios ............................................. 33, 43
blitting ......................................... 27, 43
buffer swapping .......................... 27, 44
bump mapping ............................. 26, 44
bus ......................................................33
4 c
ce ........................................................37
chrominance .......................................44
clipping ...............................................44
color palettes .....................................29
computer ..............................................7
contact assignment ............................34
cube environment mapping ................44
5 d
d socket ..............................................34
ddc .............................................. 30, 44
declaration of conformity ..................39
declaration of conformity ................... 38
direct3d ....................................... 28, 44
directcolor ................................... 30, 44
directdraw ................................... 28, 44
double buffering ................................. 44
6 f
fans ..................................................... 47
fcc ............................................... 37, 45
filtering ............................................... 26
flat shading ...........................26, 45, 47
frame buffer ................................ 26, 45
front buffer ......................................... 45
full-scene anti-aliasing ...................... 45
7 g
geometrical transformation ............... 45
gouraud shading ....................26, 45, 47
graphics accelerator ........................... 45
grey scales ......................................... 29
8 h
highcolor ..................................... 30, 45
horizontal frequency ........................... 45
9 i
immediate mode ................................. 28
interpolation ....................................... 46
isse ..................................................... 46
10 l
lighting ............................................... 48
luminance ........................................... 46
11 m
memory ............................................... 33
memory addresses ............................. 34
mip mapping ................................ 26, 46
mmx ...................................................46
mode x ...............................................28
monitor .................................................7
12 o
opengl ........................................ 28, 46
13 p
page flipping ................................ 27, 46
pci bus ................................................46
phong shading ............................. 46, 47
point sampling ....................................26
polygonoffset .....................................46
powerdraft ........................................17
primitive ....................................... 26, 46
products supplied .................................7
14 r
ramdac ...................................... 33, 47
rasterization .......................................25
realcolor ............................................47
refresh rate ........................................47
rendering ..................................... 25, 47
resolution ...........................................11
retained mode ....................................28
15 s
shading ........................................ 25, 47
single buffer .......................................47
sphere environment mapping ............47
stencil buffer ......................................47
strips ................................................... 47
super sampling ................................... 45
support ................................................. 7
s-video ................................................ 47
system requirements ........................... 7
systemanforderungen .......................... 7
16 t
tearing ................................................ 48
tesselation ......................................... 48
texel ................................................... 48
texture ......................................... 25, 48
texture mapping ................................. 26
transformation ................................... 48
trilinear filtering ................................. 48
truecolor ...............................29, 30, 48
17 v
vesa ................................................... 48
vesa ddc .................................... 30, 33
vga ..................................................... 29
viewing pyramid ................................. 48
18 w
warranty conditions for europe ......... 39
warranty conditions for north america . 40
19 z
z biasing ............................................. 48
z-buffer ............................................... 48