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[Gzz-commits] gzz/Documentation/Manuscripts/Paper paper.tex


From: Tuomas J. Lukka
Subject: [Gzz-commits] gzz/Documentation/Manuscripts/Paper paper.tex
Date: Sun, 01 Dec 2002 16:24:36 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Tuomas J. Lukka <address@hidden>        02/12/01 16:24:36

Modified files:
        Documentation/Manuscripts/Paper: paper.tex 

Log message:
        Twids

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Paper/paper.tex.diff?tr1=1.201&tr2=1.202&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Paper/paper.tex
diff -u gzz/Documentation/Manuscripts/Paper/paper.tex:1.201 
gzz/Documentation/Manuscripts/Paper/paper.tex:1.202
--- gzz/Documentation/Manuscripts/Paper/paper.tex:1.201 Sun Dec  1 16:23:25 2002
+++ gzz/Documentation/Manuscripts/Paper/paper.tex       Sun Dec  1 16:24:36 2002
@@ -750,7 +750,7 @@
 \subsection{Register combiners}
 
 Because
-the unexteded OpenGL texture environment stage is inflexible,
+the unextended OpenGL texture environment stage is inflexible,
 we use the NVIDIA register combiners extension
 to combine the
 the 3- and 4-vectors obtained from the basis textures 
@@ -762,15 +762,15 @@
 % from the basis textures and computing the fragment output color
 % using the palette chosen for the background.
 
-NVIDIA register combiners replace the standard OpenGL 
-texture environment, color sum, and fog application with a
-more flexible programmable model.
-The possible computations are designed for the 
-needs of common operations such as bump map lighting and color blending.
-The primitive operations are dot product ($A \cdot B$), componentwise 
-multiplication ($AB$), and ``blending'' ($AB + CD$). 
-There is also a small set of simple input and output mappings 
-for the registers, such as invert ($1-A$).
+% NVIDIA register combiners replace the standard OpenGL 
+% texture environment, color sum, and fog application with a
+% more flexible programmable model.
+% The possible computations are designed for the 
+% needs of common operations such as bump map lighting and color blending.
+% The primitive operations are dot product ($A \cdot B$), componentwise 
+% multiplication ($AB$), and ``blending'' ($AB + CD$). 
+% There is also a small set of simple input and output mappings 
+% for the registers, such as invert ($1-A$).
 
 Our need for the combiners is rather unconventional:
 we want to lose most of the original shapes of the basis textures




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