Section 8: Contacts - 3dfx Voodoo3 2000 Reviewer's Manual

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Voodoo3™ Reviewers Guide
August 1999
MIP Map
A pyramidal organization of gradually smaller, filtered subtextures or an individual texture map within the set. For
example, to simulate a plane approaching, an artist would draw one small plane for the distant view, a series of the
same object, and end in a large, highly detailed plane. MIP mapping swaps in the different-sized objects to simulate
the movement towards you.
Multi-Texture
Method of combining two different textures to create special effects (projected textures, detail textures). It is unique
in that it can combine textures with no performance penalties due to the Voodoo architecture's second texture
memory unit.
Texture Mapping
The process of applying a texture to a triangle.
Tri-Linear Filtering
A higher quality texture filtering technique than bi-linear. Voodoo2 can perform this at full speed.
W-Buffering
A much more precise way than Z-buffering of storing depth values to reduce the amount of pixels drawn on a
screen. Voodoo2 is one of the very few architectures that can process W-buffering, allowing it to run at full speed
while others are forced to slow down for similar levels of accuracy.
Z-Buffering
Removing polygons from a scene that aren't visible to improve performance. By using Z-Buffering, the computer
checks each object's value, then doesn't have to draw it if it's hidden from the camera viewpoint.

SECTION 8: Contacts

Brian Burke, Public Relations Manager
972-234-8750, ext. 2113
bburke@3dfx.com
PT Barnum, Field Applications Engineer
972-234-8750, ext. 2226
pbarnum@3dfx.com
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