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mitac w130.pdf - tim.id.au

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Triangle Lists, Strips and Fans support<br />

Indexed Vertex and Flexible Vertex formats<br />

Pixel accurate Fast Scissoring and Clipping operation<br />

Backface Culling support<br />

DirectX TM and OGL Pixelization rules<br />

Anti-Aliased Lines support<br />

Sprite Points support<br />

Zone Rendering<br />

Prov<strong>id</strong>es the highest sustained fill rate performance in 32-bit color and<br />

24-bit W mode<br />

High quality performance Texture Engine<br />

266 MegaTexel/speak performance<br />

Per Pixel Perspective corrected Texture Mapping<br />

Single Pass Texture Compositing (Multi-Texture) at rate<br />

Enhanced Texture Blending functions<br />

Twelve Level of Detail MIP Map Sizes from 1x1 to 2Kx2K<br />

Numerous Texture formats including 32-bit RGBA<br />

Alpha and Luminance Maps<br />

Texture Chromakeying<br />

Bilinear, Trilinear, Anisotropic MIP-Mapped Filtering<br />

Cubic Environment Reflection Mapping<br />

Embossed Bump-mapping<br />

DXTn Texture Decompression<br />

3D Graphics Rasterrization enhancements<br />

One Pixel per Clock<br />

Flat and Gour<strong>au</strong>d Shading<br />

Color Alpha Blending for Transparency<br />

Vertex and Programmable Pixel Fog and Atmospheric effects<br />

Color Specular Lighting<br />

Vertex and Programmable Pixel Fog and Atmospheric effects<br />

Z Bais support<br />

Dithering<br />

Line and Full-Scence Anti-Aliasing<br />

16 and 24-bit Z Buffering<br />

16 and 24-bit W Buffering<br />

8-bit Stencil Buffering<br />

Double and Triple Render Buffer support<br />

16 and 32 –bit color<br />

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