NH82810 S L7XK Intel, NH82810 S L7XK Datasheet - Page 92

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NH82810 S L7XK

Manufacturer Part Number
NH82810 S L7XK
Description
Manufacturer
Intel
Datasheet

Specifications of NH82810 S L7XK

Lead Free Status / RoHS Status
Compliant
Intel
4.6.5.
92
®
82810E (GMCH)
Texturing
The internal graphics device of the GMCH allows an image, pattern, or video to be placed on the surface
of a 3D polygon. Textures must be located in system memory. Being able to use textures directly from
system memory means that large complex textures can easily be handled without the limitations imposed
by the traditional approach of only using the display cache.
The texture processor receives the texture coordinate information from the setup engine and the texture
blend information from the scan converter. The texture processor performs texture color or chroma-key
matching, texture filtering (anisotropic and bilinear interpolation), and YUV to RGB conversions.
The GMCH supports up to 11 Levels-of-Detail (LODs) ranging in size from 1024x1024 to 1x1 texels. (A
texel is defined as a texture map pixel). Textures need not be square. Included in the texture processor is
a small cache that provides efficient mip-mapping.
Nearest. Texel with coordinates nearest to the desired pixel is used. (This is used if only one
LOD is present).
Linear. A weighted average of a 2x2 area of texels surrounding the desired pixel are used. (This
is used if only one LOD is present).
Mip Nearest. This is used if many LODs are present. The appropriate LOD is chosen and the
texel with coordinates nearest to the desired pixel are used.
Mip Linear. This is used if many LODs are present. The appropriate LOD is chosen and a
weighted average of a 2x2 area of texels surrounding the desired pixel are used. This is also
referred to as bi-linear mip-mapping.
Anisotropic. This can be used if multiple LODs are present. This filtering method improves the
visual quality of texture-mapped objects when viewed at oblique angles (i.e., with a high degree
of perspective foreshortening). The improvement comes from a more accurate (anisotropic)
mapping of screen pixels onto texels -- where using bilinear or trilinear filtering can yield
overly-blurred results. Situations where anisotropic filtering demonstrates superior quality
include text viewed at an angle, lines on roadways, etc.
Datasheet
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