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公开(公告)号:EP1306810A1
公开(公告)日:2003-05-02
申请号:EP01309059.2
申请日:2001-10-25
Applicant: STMicroelectronics Limited
Inventor: Hussain, Zahid , Simpson, Robert
IPC: G06T15/40
CPC classification number: G06T15/405
Abstract: A method of rendering a plurality of triangles into a colour buffer defined by a plurality of pixel locations, utilising a triangle identification buffer and a depth buffer. A relatively unique identifier is assigned to each of the triangles to be rendered. Before colour and texture mapping, each triangle is depth compared on a per pixel basis. If a pixel of a current triangle is in front of any existing pixel at that point, the current triangles identifier is over-written into a triangle identification buffer. Colour texture data is only retrieved for each triangle that appears in the identification buffer once all triangles have been compared.
Abstract translation: 一种利用三角形识别缓冲器和深度缓冲器将多个三角形呈现为由多个像素位置定义的彩色缓冲器的方法。 将相对唯一的标识符分配给要渲染的每个三角形。 在颜色和纹理映射之前,每个三角形是以每像素为基础的深度比较。 如果当前三角形的像素在该点的任何现有像素的前面,则当前三角形标识符被重写成三角形识别缓冲区。 一旦所有三角形都进行了比较,颜色纹理数据才会被检索出出现在识别缓冲区中的每个三角形。
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公开(公告)号:EP1306811A1
公开(公告)日:2003-05-02
申请号:EP02257324.0
申请日:2002-10-22
Applicant: STMicroelectronics Limited
Inventor: Hussain, Zahid , Simpson, Robert
IPC: G06T15/40
CPC classification number: G06T15/405
Abstract: A method of rendering a plurality of triangles into a colour buffer defined by a plurality of pixel locations, utilising a triangle identification buffer and a depth buffer. A relatively unique identifier is assigned to each of the triangles to be rendered. Before colour and texture mapping, each triangle is depth compared on a per pixel basis. If a pixel of a current triangle is in front of any existing pixel at that point, the current triangles identifier is over written into a triangle identification buffer. Colour texture data is only retrieved for each triangle that appears in the identification buffer once all triangles have been compared.
Abstract translation: 一种利用三角形识别缓冲器和深度缓冲器将多个三角形呈现为由多个像素位置定义的彩色缓冲器的方法。 将相对唯一的标识符分配给要渲染的每个三角形。 在颜色和纹理映射之前,每个三角形是以每像素为基础的深度比较。 如果当前三角形的像素在该点的任何现有像素的前面,则当前三角形标识符被写入三角形识别缓冲区。 一旦所有三角形都进行了比较,颜色纹理数据才会被检索出出现在识别缓冲区中的每个三角形。
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