Labels:text | screenshot | software | computer | multimedia software | computer icon | operating system | multimedia | electronics | graphics software | web page | website OCR: Workbench Screen AmiPDF - nova_whitepaper.pdf AmiPDF Ram Disk Page 7 of 12 209×297 mm (A4) 100% Quick find 2, 180MB in Prefs memory resources that may be managed by NOVA. As a rule, memory resources require memory on the graphics card or in AGP space. This handling of this is done internally by NOVA through the resource class. Floppy Resources typically only store their memory requirements and size and a location in system memory; if they are uploaded, they also store their location in video ram. Memory resources can either be managed automatically, or manually be the application. In an automatic Applications 15 Internet environment, the resource is automatically uploaded to graphics or AGP memory as soon as it is used, and stays there until the memory is needed again; resources can be prioritized in order to allow the application lo indicate the importance of a resource; for example, a large floor texture might not be that frequently used, but uploading it might be so slow that it would be worth it keeping it around. Disk Memory resources are stored in either the automatic queue or the manual queue. Those in the automatic full queue are managed by NOVA; all other resources must be managed by the application. Generally it is an error to access a manually managed resource that is not uploaded. In this case NOVA will not upload it by OS4 itself. 1>dir 2.4 Vertex and Index Buffers CX p Trashcan Traditionally, vertex data was passed into Warp3D in the form of W3D_Vertex structures that are inline in a Shell structure describing a single primitive. This works reasonably well for low-polygon applications, but fails as soon as large amounts of polygons are required due to the overhead of repeatedly calling the same SGrab function. Even when triangle strips and fans are involved, the average length of a triangle strip or fan doesn't make up for the calling overhead (typically, triangle strips and fans are less than 10 triangles long). The vertex buffer (and its counterpart, the index buffer) solves this problem. It allows an application to define Stuff by the graphics chi a large number of vertices at once, and also allows storage of these vertices in a way that can be retrieved |Print setup special data organization. Scout Vertex and ind class, and their names are system.nova.ve Print Tools Vertex buffers cor All pages gs, the vertex coordinates, color, specular color, tex Current page ated with vertices. Since graphics Booting chips generally fol Format™" of FVF of Specified range t is similar to the Flexible Vertex a via DMA if it is stored within the video ram or AGF required to represe From 1 to 12 re as much data as is absolutely you don't need to store four or six PartitionW pairs of meaningle saving video ram, a very valuable AmiPDF resource. Print Settings Cancel Index buffers are buffer's contents is read one after another and interpreted according to the primitives being drawn - for example, drawing a set of triangles will use vertex 0,1 and 2 for the first triangle, 3, 4 and 5 for the second and so on. With an index buffer, the Mounte indices are first fetched from the index buffer and then the appropriate vertex is used. In the above example, 4 Unarc having an index buffer that contains the numerals 4,8,1 and drawing a triangle would fetch vertex 4, vertex 8 and vertex 1 from the vertex buffer. Access Calculator Init Printer CMD USBInspector Dockies GraphicDump IconEdit Lacer AmiPDF NotePad