Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!dali.cs.montana.edu!caen!uwm.edu!ux1.cso.uiuc.edu!mrlaxa.mrl.uiuc.edu!andreess From: andreess@mrlaxa.mrl.uiuc.edu (Marc Andreessen) Newsgroups: comp.sys.sgi Subject: VGX Texture/surface mapping Message-ID: <1991Apr28.105606.14254@ux1.cso.uiuc.edu> Date: 28 Apr 91 10:56:06 GMT Sender: usenet@ux1.cso.uiuc.edu (News) Organization: University of Illinois, Urbana Lines: 18 I don't have access to a VGX at the moment, but I'm very curious as to how the hardware texture/surface/image-mapping works. I understand it's done with the extra bitplanes; how does that work? Can it be fed arbitrary images? I saw an SGI demo videotape way back when, with a VW Bug 'reflecting' its environment (which wasn't actually being rendered); the SGI rep called this (I think) environment mapping. How does that work? As if that weren't enough: What additions have been made to the pipeline and GL to handle all this? What's the performance penalty? And finally, given that this (as well as, I understand, atmospheric effects) is now supported in hardware, what's left to be implemented within the GL paradigm? Marc -- Marc Andreessen___________University of Illinois Materials Research Laboratory Internet: andreessen@uimrl7.mrl.uiuc.edu____________Bitnet: andreessen@uiucmrl