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[Gzz-commits] manuscripts/AGPU paper.txt


From: Tuomas J. Lukka
Subject: [Gzz-commits] manuscripts/AGPU paper.txt
Date: Tue, 08 Apr 2003 10:54:07 -0400

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Changes by:     Tuomas J. Lukka <address@hidden>        03/04/08 10:54:07

Modified files:
        AGPU           : paper.txt 

Log message:
        twid

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AGPU/paper.txt.diff?tr1=1.7&tr2=1.8&r1=text&r2=text

Patches:
Index: manuscripts/AGPU/paper.txt
diff -u manuscripts/AGPU/paper.txt:1.7 manuscripts/AGPU/paper.txt:1.8
--- manuscripts/AGPU/paper.txt:1.7      Tue Apr  8 07:05:25 2003
+++ manuscripts/AGPU/paper.txt  Tue Apr  8 10:54:07 2003
@@ -33,8 +33,9 @@
 For each unique background texture, a small palette of colors is selected
 randomly from a heuristic distribution.  The shapes of the final
 background texture are generated entirely from a small set of static
-*basis textures* bound to texture units with randomly chosen affine
-texture coordinate mappings. Even though the basis textures are RGB
+"basis textures" bound to texture units with randomly chosen affine
+texture coordinate mappings using vertex programs. Even though 
+the basis textures are RGB
 textures, they contain no color information: they are simply treated
 as 3- or 4-vectors and combined using the NVIDIA register combiners
 extension with the palette colors to produce the final fragment colors.
@@ -46,8 +47,7 @@
 constant vectors, and scale up with the register combiner output mappings
 to sharpen the result (see Fig.~\ref{fig-regcomb}).  The resulting values
 are used for interpolating between the palette colors.
-
-For NV25, we use offset textures to allow the creation of new 
+On the NV25, we use offset textures to allow the creation of new 
 shapes by texture shading.
 
 We realize that this is a rather off-the-wall GPU use but thought




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