Postby bigbearzhujun » Thu Mar 30, 2006 03:03
my graphic card is INTEL(R) 82852/82855 GM/GME GRAPHICS Controller, this is its 2D/3D feature:
Intel® 82852/82855 Graphics Controller Family
What 2D/3D graphics features are supported?
The graphics/video features are divided into two sections:
3D Graphics Features
2D Graphics Features
3D Graphics Features
Full OpenGL* 1.3 ICD (Installable Client Driver)
Direct X 7.x, 8.x, & 9.x Support
32 bpp True Color 3D Support
Allows for high quality textures and rendering
3D Performance Features
133MHz Core Graphics Clock
Support for DDR SDRAM memory improves 3D video memory performance
DDR SDRAM gives a large performance boost in 3D, which is even noticeable between PC1600 and PC2100 memory.
Since the frame buffer, depth buffer, and textures must all share memory bandwidth, increasing the bandwidth gives large gains in 3D performance.
Zone Rendering Technology (Intel Extreme Graphics Driver PV12.1 and later)
Renders the 3D scene in pieces to reduce the required memory bandwidth for a given scene
3D Setup and Render Engine
Triangles, Strips, and Fans
Pixel Accurate Fast Scissoring and Clipping Operation
Backface Culling
Anti-aliased Lines (OpenGL only)
Sprite Points
Texture Engine
Up to 4 Textures / Pixel on a Single Pass
Up to 2048x2048 Texture Size ~~~~~~~~~~~~~~~~~~~~~~~~~~~here!
Per Pixel Perspective Corrected Texture Mapping
Single Pass Texture Compositing
12 Level of Detail MIP Map Sizes from 1x1 to 2Kx2K
All Texture Formats Including 32-bit RGBA and 8-bit Paletted
Alpha and Luminance Maps
Texture ColorKeying/ChromaKeying
Bilinear, Trilinear MIP-Mapped Filtering
Anisotropic Filtering
High quality views of oblique surfaces
Cubic Environment Reflection Mapping
Embossed and Environment (DOT3) Bump-Mapping
Models realistic surface details
Compressed Textures
Rasterization Features
Flat & Gouraud Shading
Color Alpha Blending for Transparency
Vertex and Programmable Pixel Fog and Atmospheric Effects
Color Specular Lighting
Line and Full-Scene Anti-aliasing
16-bit and 24-bit Z and W Buffering
High precision depth buffer increases overall scene quality
8-bit Stencil Buffering
Often used for shadows
Double and Triple Render Buffer Support
16-bit and 32-bit Color
Transparency / Translucency (alpha blending)
Effects like force fields, flames, and plasma beams
Destination Alpha
Fast Clear Support
2D Graphics Features
32 bpp True Color 2D Support
256-bit pattern fill and BLT Engine Performance
Programmable 3-Color Transparent Cursor
Color Space Conversion
GDI+* Feature Support
Anti-aliased Lines
Alpha Blended Cursor
Anti-aliased Text
Alpha Stretch Blitter
8-bit, 16-bit and 32-bit Color
Video
Dynamic Bob and Weave Support for Video Streams
SyncLock* Display and TV-out encoders to video source
Video Overlay
Single High Quality Scalable Overlay
Multiple Overlay Functionality Provided via Stretch Blitter
5-tap Horizontal, 3-tap Vertical Filtered Scaling
Independent Gamma Correction
Independent Brightness/Contrast/Saturation
Independent Tint/Hue Support
Destination Colorkeying
Source Chromakeying
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I think the supported max texture size can not show what the performance will be when use different size images.
I don't know how large my texture mem size is. Is there some way to so increase the mapping speed in this problem with cegui engine?
Last edited by
bigbearzhujun on Thu Mar 30, 2006 03:10, edited 1 time in total.