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Appendix A - Connector Pin Assignments
Appendix B - Glossary of 3D Features
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AGP-9800 Graphics Card User’s Manual
CHAPTER
Introduction
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Introduction
Introduction
The high performance 3D graphics card uses the Accelerated Graphics
Port (AGP) interface. AGP utilizes a dedicated pipeline to access
system memory for texturing, z-buffering and alpha blending.
Use the graphics card with softwares that support 3D and enjoy
more texture and higher screen resolution at higher frame rates. The
graphics card will deliver faster and better graphics to your PC.
Features and Specifications
CHIPSET
•Trident 9850
MEMORY
•2MB or 4MB onboard
•Supports 64-bit memory interface
•Uses 256Kx32 100MHz SGRAM
GRAPHICS RESOLUTIONS
1
256 colors
2MB
1600x1200
4MB
1600x1200
2D GRAPHICS FEATURES
•Supports single cycled 2D BitBLT graphics engine with:
- 256 raster operation
- Stretch, transparent BLT
- Clipping
- Trapezoidal fill, solid or pattern
- Line-drawing/strip drawing
- Polygon fill, solid or pattern
- 16-bit overlay with scaling
•Hardware cursor
32K/64K colors
1152x864
1024x768
1600x1200
16M colors
800x600
1280x1024
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AGP-9800 Graphics Card User’s Manual
3D GRAPHICS FEATURES
•Full hardware setup
- Back face culling and slope calculation
- Sub-pixel positioning
•Alpha blending for transparent effects
•Gouraud shading for smooth shading
•Fog
•Texture mapping
- Bi-linear filtering, MIP mapping and Video texture mapping
•Z-buffering at 16/32bpp
•Page flipping for double and triple buffering of smooth animation
effects
VIDEO PLAYBACK FEATURES
•TrueVideo™ horizontal and vertical interpolated scaling and
proprietary image recovery
•Only requires 1MB memory for 1024x768 true color playback
•Color space conversion and color format conversion
•Smooth scaled video at 30fps
•Page flipping, anti-tear support for Direct-Draw
•Gamma and color key support
VIDEO OUT (for TV)
•Supports 525 scan line NTSC or 625 scan line PAL TV system
•Supports horizontal and vertical position control
•Optimum anti-flicker and resolution
•Supports high quality true color video
•Software switch between TV and CRT display
•Supports overscan/underscan
COMPATIBILITY
•VESA Display Power Management Signaling (DPMS)
•VESA DDC2B for Plug and Play monitors
•VESA VBE 2.0 BIOS
•AGP version 1.0 133MHz Execute mode
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Introduction
BENCHMARKS
(Intel Pentium® II processor 266MHz, 1024x768, hi-color, 75Hz, 4MB)
•1 26-pin feature connector or VMI (Video Module Interface) connector
A
•1 40-pin VMI connector B
•1 RCA video output connector
•1 7-pin DIN S-video connector
1
Package Checklist
•The graphics card
•The user's manual
•One set of diskette or CD
If any of these items are missing or damaged, please contact your
dealer or sales representative for assistance
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AGP-9800 Graphics Card User’s Manual
CHAPTER
Hardware Installation
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Hardware Installation
Hardware Installation
Carefully read this chapter before installing the graphics card into
your system. Installing the card incorrectly may damage your computer system, monitor, and the card.
Board Layout
2
J1
J2
J3
J4
J5
Feature connector
S-Video
connector
RCA
connector
VGA
connector
Crystal
square denotes pin 1
Y1
Video
Module
Interface
(VMI)
Trident
3DImage
9850
SGRAM
U2
SGRAMSGRAM
U6
U3
U7
BIOS
SGRAM
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AGP-9800 Graphics Card User’s Manual
Memory
The graphics card may come with 2MB or 4MB of SGRAM (Synchronous Graphics RAM). A 2MB graphics card is installed with two
256Kx32 SGRAMs at locations U2 and U6, while a 4MB graphics
card is installed with four 256Kx32 SGRAMs at locations U2, U3,
U6 and U7.
PAL/NTSC TV System
The graphics card supports NTSC or PAL TV system. Please refer
to the label on the card to determine whether your graphics card
supports NTSC or PAL TV system. AGP-9800/N supports NTSC
TV system. AGP-9800/P supports PAL TV system.
Connecting a TV to the Graphics Card
The graphics card supports CVBS (Composite Video Broadcasting
System) and S-Video (Separate Video), also called Y/C (Luminance/
Chrominance). CVBS is a video stream that combines all of the pieces
required for displaying an image into one signal. S-Video (Y/C) is used
in a decoder to pull the luminance and chrominance apart in an NTSC
or PAL system.
Generally your TV is equipped with a Video In connector that
receives CVBS signal. Connect one end of the RCA-type video
cable to the RCA-type (Video Out) connector (J4) of the graphics
card and the other end to the Video In connector of your TV.
If your TV is equipped with an S-Video In connector (Y/C signal),
we recommend that you use this connector because Y/C signal
provides better resolution than CVBS. To transmit Y/C signal, connect
one end of a video cable to the S-video (7-pin DIN S-video Out)
connector (J3) of the graphics card and the other end to the SVideo In connector of your TV.
Note:
The graphics card allows you to connect a monitor or TV. If a
monitor and TV are connected at the same time, only the monitor
will work.
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Using the RCA-type connector
Hardware Installation
J3
S-Video
connector
J4
RCA-type
connector
J5
2
Rear panel of the TV
Using the S-Video connector
Rear panel of the TV
or
J3
J4
J5
VGA
connector
S-Video
connector
RCA-type
connector
VGA
connector
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AGP-9800 Graphics Card User’s Manual
Installing a VMI Card onto the Graphics Card
The graphics card supports a VMI (Video Module Interface) interface. This interface is used for connecting a video module, such as
a MPEG module, to a “Video Ready” GUI device.
1. Position the VMI card by aligning the connectors on the card
to J1 and J2 of the graphics card.
2. Make sure pin 1 of the connectors on the VMI card is aligned
with pin 1 of J1 and J2 on the graphics card.
3. Press both sides of the VMI card firmly onto the graphics card.
Make sure the VMI card is seated properly.
Installing the Graphics Card
For most computer systems, you will only need a medium size
Phillips screwdriver to remove the cover and a small flat-blade
screwdriver to secure the monitor cable.
Warning:
Electrostatic discharge (ESD) can damage your graphics card,
system board, processor, disk drives, add-in boards, and other
components. Perform the upgrade instruction procedures
described at an ESD workstation only. If such a station is not
available, you can provide some ESD protection by wearing an
antistatic wrist strap and attaching it to a metal part of the
system chassis. If a wrist strap is unavailable, establish and
maintain contact with the system chassis throughout any
procedures requiring ESD protection.
Handling the Graphics Card
It is quite easy to inadvertently damage your graphics card even
before installing it in your system unit. Electrostatic discharge can
damage computer components without causing any signs of physical
damage. You must take extra care in handling the graphics card to
ensure that no static build-up is present.
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Hardware Installation
Tips in Handling the Graphics Card
1. To prevent electrostatic build-up, leave the graphics card in its
anti-static bag until you are ready to install it.
2. Do all preparation work on a static-free surface with graphics
card components facing up.
3. Hold the graphics card by its edges only. Be careful not to touch
any of the components, contacts or connections, especially gold
contacts, on the board.
Step 1: Switch Off Your Computer’s Power
Make sure that your computer is switched off and unplugged before
removing the cover. Also turn off any devices (printer, display, modem, etc.) you may have attached to your computer.
Warning:
Hazardous voltages are present and exposed when operating
the computer with the cover removed. To prevent equipment
damage and personal injury, never apply power to the computer when the cover is off.
2
Step 2: Remove Your Computer’s Cover
Refer to your computer system manual for specific instructions on
removing your computer’s system unit cover. In general, you will need
to remove several screws on the back or side of the system unit and
then slide the cover off.
Step 3: Remove the Slot Cover
Remove the screw and slot cover at the back of the AGP slot. Save
the slot cover for future use. You will be using the screw in a future
step.
Step 4: Unpack the Graphics Card
Remove the graphics card from the shipping carton and its protective
packing. Please do not throw away the packing material or the shipping
box. You may use these again to prevent damage should you need to
ship the graphics card for repairs.
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AGP-9800 Graphics Card User’s Manual
Step 5: Insert the Graphics Card
Carefully slide the graphics card into the AGP slot. When the card’s
edge-connector is aligned with the slot on the system board, press
firmly on the top of the card to seat it. Make sure the graphics card
is straight and level compared to the computer’s system board by
viewing it from the side.
Once you are satisified with its alignment, insert the slot-cover screw
on top of the bracket at the back of the graphics card.
Step 6: Replace the Computer’s Cover
When you have finished installing the graphics card, put the cover back
on your computer's system unit. Refer to your computer's system
manual for instructions if necessary.
Step 7: Connect the Monitor or TV
The graphics card can only be used with an analog video display using
a 15-pin D-shell cable connector (standard VGA monitor connection).
If your monitor supports analog video but does not have a 15-pin
D-shell connector, see your monitor dealer for the adapter or optional
cable. After you plug the monitor cable into the VGA connector of the
graphics card, gently tighten the cable screws to hold the connector in
place.
Note:
Some monitors have a switch that chooses between analog and
TTL (or digital) operation. If your monitor has such a switch, set
it for analog.
To plug a TV to the graphics card, please refer to the “Connecting
a TV to the Graphics Card” section in this chapter of the manual.
Note:
If a monitor and TV are connected at the same time, only the
monitor will work.
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CHAPTER
Supported Softwares
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AGP-9800 Graphics Card User’s Manual
Operating System Requirements
To use all AGP features, your system must be installed with
Windows® 95 OSR 2.1 or later versions, and DirectX 5. If your
system is installed with Windows® 95 OSR 2.0, you may upgrade
it to OSR2.1 by following the steps in the next section.
Upgrading Windows® 95 OSR2.0 to OSR2.1
You must have OSR2.0 already installed before you can upgrade it
to OSR2.1. To determine the current version of OSR2.0 installed
in your system, please follow the steps below.
1.On the Windows® 95 desktop, select “Start”.
2.In “Start”, select “Programs”.
3.In “Programs”, select “MS-DOS Prompt”.
4.Change the directory to the drive where Windows® 95 is
installed and type “VER”. (e.g. C:\>VER)
5.The following will appear: Windows 95 [Version 4.00.1111].
6.Exit MS-DOS Prompt.
To upgrade OSR2.0 to OSR2.1 with the USB upgrade, please follow
the steps below.
1.On the Windows® 95 desktop, select “Start”.
2.In “Start”, select “Run”.
3.In “Run”, select “Browse”. The USB upgrade is in
OSR2\USBSUPP\USBSUPP.EXE.
4.Follow the prompts to complete installation.
5.Click OK to restart your computer.
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Supported Softwares
After booting-up Windows® 95, follow the steps below to
determine the installed version of the operating system.
1.On the Windows® 95 desktop, select “Start”.
2.In “Start”, select “Run”.
3.In “Run”, type REGEDIT and click OK.
4.The Registry Editor dialog box will appear. In “My Computer”,
select the following: HKEY_LOCAL_MACHINE\SOFTWARE\
MICROSOFT\WINDOWS\CurrentVersion.
5.On the right side of the dialog box, scroll down and look for
“Version Number”. It should be “4.03.1212” or later version.
VGA Drivers
The graphics card supports VGA drivers for different operating
systems. Please refer to the README file contained in the provided
diskette/CD for installation instructions.
All steps or procedures to install the VGA drivers are subject to
change without notice as the softwares are occassionally updated.
Please refer to the "Readme" files contained on the provided diskettes
for the latest information.
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AGP-9800 Graphics Card User’s Manual
APPENDIX
Connector Pin Assignments
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Connector Pin Assignments
Connector J1
VMI Connector B (40-pins)
The VMI connector consists of J1 (40-pins) and J2 (26-pins), for installing
a VMI card. J2 alone is a feature connector. Refer to the next page for the
pin assignment of J2.
Description
Ground
Chrominance signal
Ground
Luminance signal
Ground
Ground
Ground
Description
Composite signal
Ground
Description
Red
Green
Blue
Monitor ID bit 2
Ground
Red Return (ground)
Green Return (ground)
Blue Return (ground)
Pin
9
10
11
12
13
14
15
Description
+5V Vcc
Sync Return (ground)
Not Used
SDA
Horizontal Sync
Vertical Sync
SCL
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AGP-9800 Graphics Card User’s Manual
CHAPTER
Glossary of 3D Features
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Glossary of 3D Features
Alpha Blending - using the alpha component to proportionally
weight the intensity of an object in the summation of all objects within
a pixel. When done correctly, alpha blending can simulate transparency.
Antialiasing - an algorithm to remove the distracting effects of
point sampling a signal in the digital domain. This is necessary because
some of the frequencies present in the signal may be higher than half
the sampling rate. These frequency components "alias" as lower frequency signals, and show up as "jaggies".
Bilinear Interpolation - an interpolation between four values when
fractional deltas are known in the vertical and horizontal direction.
The horizontal delta is used as the weighting factor to average the
top left and top right values to determine the top, and the bottom
left and bottom right to determine the bottom. The vertical delta is
then used as the weighting factor between the top and bottom value
to calculate the final result.
Double Buffering - refers to maintaining two separate frame
bufffers (which may physically occupy the same RAM devices). This
implies performing display refreshes from one buffer, while the rendering is accessing the other one.
B
Mip Mapping - Mip comes from the Latin, multum in parvo, meaning many things in a small place. Mip maps contain the original bitmap,
and all successively lower levels of detail. These are usually created by
filtering the original map, decreasing its size by powers of two in both
directions.
Perspective Correction - correctly adjusting the interpolation of
polygon attributes (primarily texture addresses) so that they appear to
obey the rules of perspective. Perspectively correct interpolation is not
linear in screen space, and requires a divide by depth in order to look
right.
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AGP-9800 Graphics Card User’s Manual
Shading, Flat - darkening or lightening the intensity of a polygon
based on the angle between its normal and a vector pointing to a
light source. All pixels on a polygon receive the same adjustment,
resulting in a faceted appearance. The per polygon and per pixel calculation load is very light.
Shading, Gouraud - darkening or lighting each pixel of a polygon
based on an interpolation between values calculated at the polygon's
vertices. A "vertex normal" is prescribed or inferred, and the intensity
at that vertex is determined by the angle between that normal and a
vector pointing to a light source. Each pixel is interpolated separately,
producing a simulation of a curved surface. Gouraud shading makes
objects appear to have a matte finish, with no specular components.
The per polygon and per pixel calculation load is moderate.
Z Buffer - a buffer memory that holds the Z (depth) information
per pixel. The Z axis is perpendicular to the X and Y axis of the
screen, and in most practical cases inverse range is uded due to the
fact that it is linear in screen space (where range is not). Compares in
depth between pixels of two polygons can be used to determine
occulting relationships, and only draw the nearer polygon for each
pixel.
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