ELSA Erazor II, Victory Erazor LT User Manual

Page 1
TM
ELSA ERAZOR
II
ELSA VICTORY Erazor
TM
LT
User Manual
Page 2
Copyright © 1998 ELSA AG, Aachen (Germany) While the information in this manual has been compiled with great care, it may not be deemed an assur-
ance of product characteristics. ELSA shall be liable only to the degree specified in the terms of sale and delivery.
The reproduction and distribution of the documentation and software supplied with this product and the use of its contents is subject to written authorization from ELSA.
ELSA is DIN EN ISO 9001 certified. The accredited TÜV CERT certification authority has confirmed ELSA conformity to the worldwide ISO 9001 standard in certificate number 09 100 5069, issued on May 16,
1995.
Trademarks OpenGL Windows
®
is a registered trademark of Silicon Graphics, Inc.
®
, Windows NT® and Microsoft® are registered trademarks of Microsoft, Corp.
All other names mentioned may be trademarks or registered trademarks of their respective owners. The ELSA logo is a registered trademark of ELSA AG.
Subject to change without notice. No liability for technical errors or omissions.
ELSA AG ELSA Inc. Sonnenweg 11 2231 Calle De Luna Aachen Santa Clara, CA 95054 Germany USA
www.elsa.de www.elsa.com
Aachen, September 1998
No. 21590/0998
Page 3
Preface
Thank you for placing your trust in this ELSA product.
To make sure that you have undiluted fun with your ELSA board, we insist on the high­est quality requirements in manufacturing and stringent quality control to ensure our high product standards and consistent product quality.
About this Manual
This manual provides all the information you will need to get the best out of your ELSA graphics board. The accompanying ELSA utilities are described, and you will find detailed information about 3D and video.
Changes to this Manual
ELSA products are subject to continual further development. It is therefore possible that the printed documentation does not always correspond to the latest release. However, information about the latest changes is always to be found in the README files on the ELSA CD.
If you have questions to the topics covered in this manual or require additional help, our online services are at your disposal around the clock. The complete range of support and services provided by ELSA can be found in the "Advice and Help" chapter.
In very urgent cases the ELSA Support hotline can be reached under the following num­ber:
+49-241-606-6131
Page 4
Before you continue
Installation of the ELSA ERAZOR II and ELSA VICTORY Erazor LT and installation of the associated drivers are described in the Installation Guide. Please read this information first before you start reading this manual.
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V
Contents
Introduction ....................................................................................................................1
A Look at the ERAZORII and VICTORYErazorLT.................................................. 1
Highlights of the Erazor Graphics Boards............................................................... 2
What Hardware Do I Need?.................................................................................... 2
What's In the Box?.................................................................................................. 2
CE Conformity and FCC Radiation Standard........................................................... 3
After Installing the Drivers ..........................................................................................5
It's Time to Get Moving!......................................................................................... 5
What is Possible?.................................................................................................... 5
What Makes Sense?............................................................................................... 6
Changing the resolution.......................................................................................... 7
Windows 95/98.................................................................................................. 7
Windows NT 4.0.............................................................................................. 10
Useful Stuff and More .................................................................................................11
The Multimedia Player.......................................................................................... 11
Fine-Tuning for Performance Freaks..................................................................... 12
All about graphics .......................................................................................................13
3D Graphics Representation................................................................................. 13
The 3D Pipeline................................................................................................ 13
3D Interfaces......................................................................................................... 16
What APIs Are Available?................................................................................ 16
Direct 3D.......................................................................................................... 16
OpenGL............................................................................................................. 17
Color Palettes, TrueColor and Gray Scales........................................................... 18
VGA.................................................................................................................. 18
DirectColor....................................................................................................... 18
VESA DDC (Display Data Channel)....................................................................... 19
DDC1................................................................................................................ 19
DDC2B.............................................................................................................. 19
DDC2AB............................................................................................................ 20
Technical Data .............................................................................................................21
Characteristics of the Graphics Boards................................................................ 21
Address Assignment of the ERAZORII and VICTORYErazorLT......................... 21
Ports on the Graphics Board................................................................................. 22
The VGA D-Shell Socket ................................................................................. 22
Appendix .......................................................................................................................23
Advice and Help.................................................................................................... 23
ELSAERAZORII and ELSA VICTORYErazorLT
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VI
Who to Contact? .............................................................................................. 24
The ELSA LocalWeb......................................................................................... 25
Driver Updates ................................................................................................. 25
Repair? ............................................................................................................. 25
DoC–Declaration of Conformity ........................................................................ 26
Warranty Conditions............................................................................................. 28
Glossary ........................................................................................................................ 31
Index .............................................................................................................................. 35
ELSA ERAZOR II and ELSA VICTORY Erazor LT
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Introduction

1
Introduction
“Reading the manual is a waste of time.” A prejudice you are proving to be wrong right now by reading this manual. And rightly so. In this case, it is really worth the effort. Because the ELSA ERAZOR II and ELSA VICTORY Erazor LT has some smart features that are only described here in the manual.
So only those who read the manual will truly be taken with this card. We'll make it as short and easy as we can–promise.
A Look at the
Just what are you sticking into your computer? The boards are getting smaller, but at the same time more powerful. In the diagram and legend below, we explain the functions of the board's chief components
ERAZOR II VICTORY Erazor LT
The video memory. This checks out which image is being displayed on the screen
and thinks one step ahead. Only in this way can rapid graphics generation in the graphics board be ensured.
ERAZOR II
쐃
쐇쐋
and
VICTORY Erazor LT
쐃
쐋
쐇
The graphics processor. The heart of the board. The RAMDAC is integrated in it.
The monitor is not able to process the digital signals from the graphics processor directly. The RAMDAC comes in here and translates the digital signals into analog signals. All this at a clock speed of 250 MHz.
The BIOS. One of its tasks is to ensure that the system recognizes the graphics
board.
You can find technical details about the graphics boards on page 21.
ELSA ERAZOR II and ELSA VICTORY Erazor LT
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Introduction
2
Highlights of
Wide data flow –
쮿
Windows 95 and Windows 98
A giant with potential for growth
쮿
with processor power. This can be summed up in a phrase: “The more powerful the CPU, the more powerful the Erazor”.
A games arcade on your living room –
쮿
speed direct 3D support
Fast video –
쮿
When things get tight –
쮿
ing memory
Superfast –
쮿
24-hour access –
쮿
Guaranteed
쮿
VICTORY Erazor LT
Protected
쮿
ments.
– The ELSA ERAZOR II and ELSA VICTORY Erazor LT meet CE require-
the Erazor
True 128 bit graphics acceleration for Windows NT,
High quality, multiple filtered MPEG and AVI play.
Textures are dynamically stored in the computer's work-
DOS with VBE 3.0 BIOS
To ELSA Support in the ELSA LocalWeb and Internet-WWW
– 6 years warranty on the ELSA ERAZOR II and ELSA
Graphics Boards
– the performance of the RIVA 128ZX grows
arcade quality 3D graphics wtih high-

What Hardware Do I Need?

Computer
쮿
life if your computer has a Pentium 166 or compatible processor or even better. Less muscular processors will not get the best out of the board.
Bus
쮿
쮿
: The ELSA ERAZOR II and ELSA VICTORY Erazor LT can be had in AGP versions.
Your computer must have an AGP bus.
Monitor
dard IBM VGA compatible horizontal scan frequency of 31.5 kHz while booting and in DOS operation.
: The ELSA ERAZOR II and ELSA VICTORY Erazor LT only really come to
: The ELSA ERAZOR II and ELSA VICTORY Erazor LT works with the stan-

What's In the Box?

You will notice if your graphics board is missing. But you need to check that the box con­tained all of the following:
쮿 Graphics board 쮿 Documentation: Installation Guide and electronic manual on CD 쮿 CD-ROM with installation and driver software and utilities
If any part is missing please contact your dealer. ELSA reserves the right to vary the prod­ucts supplied without prior notice.
ELSA ERAZOR II and ELSA VICTORY Erazor LT
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Introduction
3

CE Conformity and FCC Radiation Standard

CE
This equipment has been tested and found to comply with the limits of the European Council Directive on the approximation of the laws of the member states relating to elec­tromagnetic compatibility (89/336/EEC) according to EN 55022 class B.
FCC
This equipment has been tested and found to comply with the limits for a Class B digital device pursuant to Part 15 of the Federal Communications Commission (FCC) Rules. The testing of this compliance involved the following procedures:
쮿 Declaration of Conformity (➞page 24)
CE and FCC
These limits are designed to provide reasonable protection against radio frequency inter­ference in a residential installation. This equipment generates, uses, and can radiate radio frequency energy. It may interfere with to radio communications if not installed and used in accordance with the instructions. However, there is no guarantee that interfer­ence will not occur in a particular installation. If this equipment does cause interference to radio or television reception (this can be determined by turning this equipment off and on), the user is encouraged to try to correct the interference by one or more of the follow­ing measures:
쮿 Reorient or relocate the receiving antenna. 쮿 Increase the distance between this equipment and the receiver. 쮿 Connect the equipment to an outlet on a circuit other than that to which the receiver
is connected.
쮿 Consult your dealer or an experienced radio/TV technician. 쮿 Caution: To comply with the limits for an FCC Class B computing device, always use
a shielded signal cable.
Caution to the user: The Federal Communications Commission warns the user that changes or modifications to the unit not expressly approved by the party responsible for compliance could void the user's authority to operate the equipment.
ELSA ERAZOR II and ELSA VICTORY Erazor LT
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Introduction
4
ELSA ERAZOR II and ELSA VICTORY Erazor LT
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After Installing the Drivers

5
After Installing the Drivers
You will have completed the most important steps once the Installation Guide has piloted you safely through the hazards of driver installation. Your operating system knows about the Erazor, the ELSA drivers are installed and ...

It's Time to Get Moving!

We have a tip for you at this point: A few minutes' patience will pay for themselves. Take a few moments' time to optimize your system settings. Your eyes will thank you for it and you will certainly enjoy playing games and working on your computer much more.
In this chapter you will learn:
쮿 What is the maximum resolution I can get from my system? 쮿 What color depth should I use? 쮿 How frequently should the monitor redraw itself?
This chapter is divided up into operating systems to allow us to answer these questions for you as simply as possible. Turn straight to the heading for your operating system. You will find everything you need there. The software you need will be on the WINNERware CD – unless it is already included in the operating system.

What is Possible?

The table below shows the maximum possible resolutions for the ELSA graphics board. Note that these resolutions cannot be achieved under all operating conditions.
ERAZOR II
Refresh rate (Hz) / Z-Buffer, Double Buffering
Color depth: 256 Colors HighColor TrueColor
8MB 16MB 8MB 16MB 8MB 16MB
1600 x 1200 85/– 85/– 85/
✓
85/
✓
85/
✓
85/
✓
1280 x 1024 120/– 120/– 120/ 1152 x 864 120/– 120/– 120/ 1024 x 768 120/– 120/– 120/
960 x 720 120/– 120/– 120/ 800 x 600 120/– 120/– 120/ 640 x 480 120/– 120/– 120/
HighColor = 65536 colors, TrueColor = 16.7 million colors
✓ ✓ ✓ ✓ ✓ ✓
ELSA ERAZOR II and ELSA VICTORY Erazor LT
120/ 120/ 120/ 120/ 120/ 120/
✓ ✓ ✓ ✓ ✓ ✓
120/ 120/ 120/ 120/ 120/ 120/
✓ ✓ ✓ ✓ ✓ ✓
120/ 120/ 120/ 120/ 120/ 120/
✓ ✓ ✓ ✓ ✓ ✓
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After Installing the Drivers
6
VICTORY Erazor LT
Color depth: 256 Colors HighColor TrueColor
1600 x 1200 85/– 85/– –/–
1280 x 1024 100/– 100/– 75/–
1152 x 864 120/– 120/– 120/–
1024 x 768 120/– 120/– 120/–
Refresh rate (Hz) / Z-Buffer, Double Buffering
800 x 600 120/
HighColor = 65.536 colors, TrueColor = 16,7 million colors
✓
120/– 120/–

What Makes Sense?

There are some basic ground rules for you to follow when setting up your graphics sys­tem. On the one hand, there are the ergonomic guide values although nowadays these are met by most systems, and on the other hand there are limitations inherent in your sys­tem, e.g. your monitor. The question of whether your applications need to run using high color depth – perhaps even using TrueColor – is also important. This is an important con­dition in many DTP workstations, for instance. A color depth of 64K is recommended for games and “normal” Windows applications.
“More pixels means more fun”
This idea is widely held, but is not always true. The general rule is that a refresh rate of 73 Hz meets the minimum recommended ergonomic requirements. The resolution to be selected is, furthermore, dependent on the capabilities of your monitor. The table below is a guide to the resolutions you might select:
Monitor
size
17“ 15.5“ - 16“ 800 x 600 1024 x 768 1024 x 768
19“ 17.5“ - 18.1“ 1024 x 768 1280 x 1024 1152 x 864
20“/21“ 19“ - 20“ 1024 x 768 1600 x 1200 1280 x 1024
24“ 21“ - 22“ 1600 x 1000 1920 x 1200 1600 x 1000
Typical
image size
ELSA ERAZOR II and ELSA VICTORY Erazor LT
Minimum
recommended
resolution
Maximum
recommended
resolution
Ergonomic
resolution
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After Installing the Drivers
7

Changing the resolution

You set the resolution of your graphics board in the Control Panel under Windows.
The ELSA graphics card is normally supplied with software on a CD-ROM. You will find all the utilities described in this manual on the WINNERware CD – unless they are a com­ponent of the operating system.
Windows 95 and Windows 98
If you have installed the OpenGL driver, you should be aware that this version of OpenGL only supports games which are suited. A sleek and minimal range of functions guaran­tees a rapid games performance.
The ' Settings' are automatically integrated into the Control Panel during the instal­lation of the WINman Suite. You can use these Settings to tweak your graphics system for the best performance. The ' Settings' provide some great features. Once you have specified the graphics board model and the monitor data, the program will automat­ically detect which settings are possible and which are not. This means, for instance, that it is impossible for you to select an incorrect refresh rate which might damage your monitor.
햲 Click on
햳 You will find the
gram, you are shown a dialog box where you can modified the display settings.
Start
, then select
Display
Settings 왘 Control Panel
program in the Control Panel. When you start this pro-
.
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After Installing the Drivers
8
햴 Here you should click on the ' Settings' tab.
' Settings' has all the options for setting up the graphics board for your monitor.
Windows 95
Windows 98
Under Windows 98, you can reach the ' Settings' by selecting the Settings card and
then clicking on the Advanced....
It is important to carry out the following settings or checks step by step:
쮿 the color depth 쮿 the monitor type 쮿 the resolution of the monitor image
(Scheme, Data Set) and
쮿 the refresh rate.
Choosing the monitor
If your monitor supports DDC, the preset values will be displayed under 'Scheme'. If this is not the case, click on Change... to call up the database of monitor types. You will be presented with a list of monitor manufacturers and monitor models. If your manufacturer is present, click on the entry and then select your model. If your monitor is not listed, there are two options. One option is to select the "_Standard monitor" from the list of manufacturers and then select the resolution you wish to work with.
A second option requires information about the technical specifications for your monitor. Consult your monitor manual to ensure that you have the correct information. Click on Change... in the 'Monitor type database' window. In addition to the information regard-
ELSA ERAZOR II and ELSA VICTORY Erazor LT
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After Installing the Drivers
9
ing the monitor manufacturer, and the model designation, you will have to enter the fre­quency ranges for the horizontal and vertical scan frequencies and specify the diagonal size of your monitor.
If your monitor type is not listed in the monitors database you can enter the monitor manufacturer and model type here.
The vertical and horizontal frequency ranges and the diagonal size of the screen are the important settings.
Check your entries for the image frequencies carefully, as otherwise you might damage your monitor. Look these up in your monitor manual or consult the monitor manufacturer.
ELSA ERAZOR II and ELSA VICTORY Erazor LT
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After Installing the Drivers
10

Windows NT 4.0

The settings for the graphics driver are included in the Control Panel under Windows NT
4.0. Use the command sequence
Start
to call the dialog window where you should find the icon for this symbol to open the window with its various tabs. Click on the 'Settings' tab.
You can select the possible settings for 'Color palette', 'Font size', 'Resolution' and 'Dis­play frequency' from this dialog box. The available selection is determined by the ELSA driver you have installed. You should always check the configuration you have selected by clicking on the
You will find further information on how to customize your graphics settings under Win­dows NT 4.0 in your system manual.
Settings
왘
Test
Control Panel
왘
button.
Display
. Double click on
ELSA ERAZOR II and ELSA VICTORY Erazor LT
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Useful Stuff and More

11
Useful Stuff and More
You have received a CD with your ELSA ERAZOR II and ELSA VICTORY Erazor LT. On the WINNERware CD you will find all the drivers you will need for the use of the ELSA ERAZOR II and ELSA VICTORY Erazor LT under various operating systems and the
tools you can use to exploit all the features on the graphics board. On the following pages we will introduce the tools and their uses.

The Multimedia Player

Until now, a variety of programs for the playback of CDs, videos and other media was available under Multimedia in the Accessories folder of the Windows start menu. These have now been succeeded by the Microsoft Multimedia Player. It handles the most com­mon multimedia formats, all under one common user interface—regardless of whether the data is coming from the Internet or the local hard disk. The Multimedia Player is responsible for the playback of RealAudio and RealVideo, as well as WAV, AVI and Quicktime files.
Video playback or Internet live radio: The Microsoft Multimedia Player handles all common multimedia formats.
After the installation, the file extensions of media files are permanently associated with the Multimedia Player. You can thus double-click the media files in the Windows Explorer or My Computer folder to conveniently launch the Player and start the playback.
The use of the Multimedia Player is intuitive, and it includes a comprehensive help func­tion to clarify questions or solve problems while working with the program.
ELSA ELSA ERAZOR II and ELSA VICTORY Erazor LT
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Useful Stuff and More
12

Fine-Tuning for Performance Freaks

After installing the ELSA graphics drivers under Windows 95 and Windows 98 you will find a new tab in the 'Display Properties': The ' 3D Settings'.
The question mark provides the answers! Click on this symbol and then on the area
of the dialog about which you want more information.
There’s more! Click on this button for additional dialog
windows.
Because Windows 98 allows the operation of multiple graphics boards, the 3D Settings for the Erazor are to be found in another location. Under 'Display Properties' select in turn: 'Settings' 왘
Advanced...
왘 ' 3D Settings'.
These settings let you set up the optimal games performance on your system. In most cases you don’t need to adjust anything. Once in a while if you see display errors on screen or if there are problems with the speed, you can adjust the Direct3D or OpenGL settings. The settings which are optimal for any game can saved under an identifiable name and quickly recalled without having to restart your system.
Once saved, the settings can be easily
recalled: the individual 3D configurations
for your games can be found in the
ELSA WINman Suite.
Experimentation pays! Give your combatant a little extra “zip” and optimize his chances against the competition. If the descriptions here are too cryptic, just take a look at the glossary in this manual or use the comprehensive help system. Simply click on the ques­tion mark at the top right-hand corner of the dialog window, and then click on the item in question. If you accidentally dump your system into the crawler-lane, just click on the emergency button
Restore Defaults
. The standard settings will be called into action.
ELSA ELSA ERAZOR II and ELSA VICTORY Erazor LT
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All about graphics

13
All about graphics
This is the chapter where we really get stuck in. Anyone who wants to know more about graphics–especially in connection with the ELSA ERAZOR II and ELSA VICTORY Erazor LT–will find a whole load of technical stuff right here.

3D Graphics Representation

Today it is considered de rigeur to know all about 3D. Your curiosity will be aroused as soon as you experience the first visual wizardry generated by your new graphics board. Two features of the 3D display will leap out at you: it's both realistic and fast. The amount of work required here is known only to the processor, but we will describe it in detail to you below.

The 3D Pipeline

What actually happens when a monitor displays a 3D object? The data describing the 3D object are passed through what is known as the 3D pipeline, in which the mathematical calculations for its representation in space and perspective on the monitor are carried out. What happens in detail?
3D Pipeline
Object data Tesselation
Start: The object data
The pipeline starts at the object. The object description is made up of the data (points).
Tesselation
In the first step, the object is broken down into a number of polygons or triangles. The vertices of the triangles are described by coordinate points (x, y and z) with the 'z' value containing the depth information. Depending on the representation, these vertices also contain information concerning the material and texture. The volume of data to be pro­cessed increases enormously because of this conversion of the image information.
Geometrical
transformation
Rendering
Display
on the monitor
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All about graphics
14
Geometrical transformation
This part of the 3D pipeline is very processor-intensive, as all the calculations for the 3D scene are carried out at this stage. Described in simple terms, it comprises the following steps:
쮿 Illumination–The illumination of the scene by different light sources is calculated. 쮿 Transformation–In transformation, the objects are aligned in perspective as seen
from the observer's point of view.
쮿 Back face culling–This process computes hidden surfaces resulting from the
observation perspective chosen. Any object having an invisible front surface is omitted.
쮿 3D clipping–In this process, each polygon is checked to determine whether it is
partially or fully invisible. The invisible faces or parts of objects will be removed.
쮿 Scaling on the screen – The above steps are now calculated for three-dimen-
sional space using normalized coordinates. The on-screen image coordinates will only now be computed.
Rendering
At this stage, the 3D scene is filled with color shades and textures are applied. Different processes and methods are also applied here.
쮿 Texture mapping – At this stage, the 3D object undergoes a sort of "face lift". The
materials and textures are assigned. Different methods are used here to make the textures appear realistic, even when enlarged or reduced. As a first step, the tex­tures are computed:
– Point sampling is the simplest method. A pixel-by-pixel comparison is made
between the texture template and the surface to be filled. This method leads to a very coarse representation, especially when enlarged.
–In linear mapping, a new color value is interpolated from the adjacent pixels (or
texels) of a texture. This gives better results than point sampling, as the hard boundary between the coarse pixels is blurred.
– The MIP mapping method stores a large number of enlargement stages for the
texture. The depth information of a primitive is then used to determine which enlargement stages of the texture will be used in drawing. Normal textures sel­dom contain more than 256 colors. The first 15 bits of a 16-bit wide color representation are reserved for the colors (5/5/5 > R/G/B). Information concerning the transparency of the texture is car­ried in the alpha channel. The last bit is reserved for this information. Finally, a distinction is made in MIP mapping between bilinear and trilinear filtering. Bilin­ear filtering interpolates between two pixels of two textures, trilinear filtering interpolates between four pixels for each of two textures.
ELSA ERAZOR II and ELSA VICTORY Erazor LT
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All about graphics
15
– Bump mapping introduces a new dimension. Relief or raised textures can only
be generated with the other methods in two dimensions using light and shadow effects. In bump mapping, the texture is additionally assigned height informa­tion, which allows very realistic three-dimensional effects to be created.
The staircase effect is corrected by anti-aliasing. This is either done by interpolating mixed pixels, in which a new color value is computed from two adjacent color val­ues, or by using transparent pixels of the same color which are overlaid over adja­cent pixels.
쮿 Shading – Shading takes account of the effects created by different light sources
on the 3D object and provide for a very realistic overall impression. Here, too, there are different methods which are more or less processor-intensive:
– Flat shading assigns a color value to each polygon. This results in a mosaic-like,
jagged representation, which demands only a short processing time.
–In Gouraud shading, all the vertices of the polygons are assigned a color value.
The remaining pixel information for the polygon is interpolated. This method gives a very gentle color transition, even with fewer polygons than are required for flat shading.
– The Phong shading method additionally takes a normal vector of reflectivity into
consideration when interpolating. An even more realistic impression is gener­ated by the representation of reflections and mirror images.
– Certain applications use ray tracing methods. This is a very computer-intensive
and time-consuming process in which each individual pixel and its reflection in 3D space is calculated.
쮿쮿쮿쮿 The frame buffer
The finished image will not be written to the frame buffer until this complex sequence of steps is completed. The frame buffer is made up of front and back buffer. The back buffer acts as a buffer page, in which the next image to be dis­played is built up. This prevents the process of image drawing being visible. The duplicate storage method is also known as double buffering.
Flipping: Display on the monitor
The content of the front buffer is displayed on the monitor. When the drawing process in the back buffer is completed, this image is then passed to the front buffer in a process known as flipping.
The next image will only ever be displayed once the image drawing process in the back buffer is completed. This procedure should be repeated at least 20 times a second to give a smooth representation of 3D scenarios. In this context, we speak of frames per second (fps), a very important value for 3D applications. A cinema film runs at 24 fps.
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All about graphics
16

3D Interfaces

Software interfaces, including 3D interfaces, are known as APIs (Application Program Interface). The question is what are these interfaces used for, and how do they work.
In simple terms: They make developers' work easier. The methods by which the various interfaces function, are comparable: In the past it was necessary to address the various hardware components directly in programming if you wanted to exploit their capabilities to the full. The APIs are a kind of translator operating between the hardware and the software.
The specification of standard definitions was the precondition for the proper function of these translation routines. These definitions are implemented by the hardware manufac­turers during development and optimized for the hardware concerned. Developers can implement complex procedures relatively easily by using these definitions. They can use a uniform command set when programming and do not need to know the characteristics specific to the hardware.

What APIs Are Available?

There are a good dozen more or less commonly found 3D APIs. However, in recent years, two formats have established themselves as the favorites: Direct 3D and OpenGL. ELSA graphics boards support these commonly found 3D interfaces. The functional differences between the interfaces are slight, as is shown by the table below. The decisive ques­tions for the user concern extensibility, flexibility and possible portability to existing applications.
Function Direct 3D OpenGL
Alpha blending
Texture mapping
MIP mapping
Video motion mapping
Fogging
Anti-aliasing filter
Flat shading
Gouraud shading
Phong shading
Stencil buffer
쮿쮿
쮿쮿
쮿쮿
쮿왏
쮿쮿
쮿쮿
쮿쮿
쮿쮿
왏왏
왏쮿

Direct 3D

As a development of Mode X and DirectDraw under Windows 3.1x, Direct 3D is a branch of the DirectX multimedia family which was developed directly for Windows 95 to accel-
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All about graphics
erate the slow 3D display characteristics of the operating system. Direct 3D is based on Microsoft's Common Object Model (COM), which is also used as the foundation to OLE technology (Object Linking and Embedding). Direct 3D cooperates with Direct Draw in two-dimensional display. A typical situation would be, for instance, rendering a 3D object while Direct Draw is placing a two-dimensional background bitmap. Microsoft claims to have corrected some of the weaknesses of the old version in the most recent version 5.0.
Immediate Mode and Retained Mode
As can be assumed from the two terms, immediate mode is a programming mode that is close to the hardware. Retained mode, on the other hand, is a programming mode that is largely predefined through an API interface. What does this mean in detail? Looking at the two systems hierarchically, the immediate mode is also known as the low-level mode. The programming interface level is close to the hardware level and permits the programmer direct access to special functions in the hardware component concerned. The retained mode (high-level mode) makes it possible, for example, to load a defined 3D object with textures into a Windows application. Here it can be manipulated and moved using simple API commands. Translation takes place in real time, without the need to know the technical structure of the object.
17
For further information see the Internet WWW site http://www.microsoft.com

OpenGL

Following its success in gaining a good reputation amongst professionals using CAD/ CAM programs, OpenGL is now increasingly penetrating the PC market. OpenGL is plat­form-independent and makes a distinction between immediate and display list modes. A display list stores specific sequences that can be recalled again later. The object descrip­tions can then be taken directly from the list, resulting in very high performance. How­ever, if objects need to be manipulated frequently, the display list will have to be generated again from new. In this case, the speed advantage is lost. OpenGL provides a wide range of graphics features, from rendering a simple geometric point, line, or filled polygon, to the most sophisticated representations of curved surfaces with lighting and texture mapping. The some 330 routines of OpenGL provide software developers access to these graphics capabilities:
For further information see the Internet WWW site http://www.sgi.com
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All about graphics
18

Color Palettes, TrueColor and Gray Scales

Common graphics modes are listed in the following table. Not all graphics modes are available on the ELSA ERAZOR II and ELSA VICTORY Erazor LT boards.
Colors
Graphics mode bpp bpg
(from palette)
Max. gray levels
VGA 0x12 VGA 0x13
Standard 8
HighColor 15
TrueColor 24 8+8+8 16.7 million 256
(bpp = bits per pixel; bpg = bits per gun)
16 16
4 8
8
6+6+6 6+6+6
6+6+6 6+6+6
5+5+5 6+6+4 5+6+5
16 of 262,144
256 of 262,144 256 of 262,144
256 of 16.7 million
32,768 65,536 65,536
16 64
64
256
32 16 32
VGA
In VGA graphics adapters, the digital color information stored in the video memory (4 bits for 16 colors or 8 bits for 256 colors) is converted into a digital 18-bit value in the graphics adapter in a CLUT (ColorLookUpTable). The 3 x 6 bits are converted separately for R/G/ B (red/green/blue) in the RAMDAC (D/A converter) and transferred to the monitor as ana­log signals on just three lines (plus sync lines). The original color values are converted into completely different values by means of a translation table. The value stored in the video memory is thus not a color value, but only a pointer to a table in which the actual color value is found. The advantage of this method: Only 8 bits need to be stored for each pixel, although the color values are 18 bits wide; the disadvantage: Only 256 colors can be displayed simultaneously from a palette of 262,144 possible colors.

DirectColor

The situation is different in the case of DirectColor (TrueColor, RealColor and HighColor). In this case, the value stored in the video memory is not translated but is passed directly to the D/A converter. This means that the full color information must be saved for each pixel. The meanings of the terms RealColor, TrueColor, and HighColor can be confused, as they are not always used unambiguously.
HighColor and RealColor
HighColor and RealColor usually describe a 15 or 16-bit wide graphics mode, while True­Color should only be used for the more professional 24-bit mode (or 32-bit) mode.
15 bits provide 5 bits each for the red, green and blue values, resulting in 32 levels per RGB component and thus 32,768 (= 32 x 32 x 32) different color hues.
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All about graphics
The 16-bit graphics modes are organized differently. Most common are (R-G-B) 5-6-5 (e.g. XGA) and 6-6-4 (e.g. i860). 5-6-5 means that 5 bits are used for each of red and blue and 6 bits are used for green. In the case of 6-6-4, 6 bits are used for red and green and 4 bits for blue. Both ways of assigning the bits correspond to the color sensitivity of the human eye: this is highest for green and lowest for blue. 65,536 different colors can be displayed.
Tr ue Color
The TrueColor mode is more complex, using 24 bits per pixel. Here, 8 bits are available for each color component (256 levels), resulting in 16.7 million different color hues. There are more colors available than pixels on the screen (1.3 million pixels at a resolution of 1280 x 1024 ).
19

VESA DDC (Display Data Channel)

VESA DDC refers to a serial data channel between the monitor and the graphics board. Required for this is that both components support DDC and that the monitor cable includes the additional DDC line. An extended monitor cable is used so that the can send data about its technical specification, such as the name, model, maximum horizontal fre­quency, timing definitions etc. or receive commands from the graphics board.
There are various standards; DDC1, DDC2B, and DDC2AB.

DDC1

Only the monitor can send data (unidirectional). A line in the monitor cable is used to send a continuous data stream from the monitor to the graphics board. In the case of a standard IBM VGA compatible 15-pin monitor connector, pin 12 (formerly used as monitor ID bit 1) is used for data transmission, and the Vertical Sync signal of pin 14 is used as transmission clock (VCLK). An EDID data set (Extended Display Identification) of 128 bytes is sent repeatedly, from which the major monitor data can be read in the com­puter. The computer can then read the most important data, e.g. the monitor size, the extent of DPMS support and a list of the most important VESA monitor timings sup­ported, and some freely definable monitor timings.

DDC2B

The data channel is based on the I2C bus type with the access bus protocol and can be operated in both directions (bidirectionally between monitor and board). In the case of a standard IBM VGA compatible 15-pin monitor connector, pin 12 (formerly used as monitor ID bit 1) is used for data transmission (SDA), and the pin 15 (formerly used as monitor ID bit 3) is used as transmission clock (SCL). The graphics board can request the short EDID information (see DDC1) as well as the more comprehensive VDIF information (VESA Dis­play Identification File).
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All about graphics
20

DDC2AB

With DDC2AB additionally to DDC2B the computer may send commands for controlling the monitor, e.g. for adjusting the screen position or the brightness (similar to ACCESS bus).
For information on the pin assignment for the VGA D-shell socket 20 in the “Technical Data” chapter .
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Technical Data

21
Technical Data
Those of you with a technical bent will find more detailed information regarding the
ELSA ERAZOR II and ELSA VICTORY Erazor LT in this chapter. All interfaces and their
assignments are described in detail.

Characteristics of the Graphics Boards

ERAZOR II VICTORY Erazor LT
Graphics processor RAMDAC pixel timing On-board memory
BIOS Bussystem VESA DDC
Address Assignment of the
RIVA TNT by nVidia RIVA 128ZX by nVidia
250MHz
8MB/16MB 1,6GB/s bandwidth
Flash-BIOS with VBE-3.0-Support BIOS with VBE-3.0-Support
AGP, 2x (133MHz) DDC1 and DDC2B
8MB 1,6GB/s bandwidth
ERAZOR II and
VICTORY Erazor LT
The ELSA ERAZOR II and ELSA VICTORY Erazor LT graphics board are fully IBM VGA com- patible and occupies the same memory area and specific addresses in the I/O range. The memory range above 1 MB is automatically assigned through the PCI BIOS interface.
If you come across any address conflicts, try to modify the I/O address of the expansion board causing the conflict. The addresses of the ELSA graphics boards cannot be changed! The ELSA ERAZOR II and ELSA VICTORY Erazor LT also requires an interrupt (IRQ) which is free. This may have to be reserved in the computer’s BIOS. For help with this theme, refer to the manual for your mainboard.
To ensure that your system functions properly, the addresses and ranges occupied by the ELSA graphics board must not be accessed simultaneously by other hardware compo­nents. The following addresses are assigned:
I/O addresses:
쮿
Standard VGA I/O (3B0-3DF)
쮿 MMMMeeeemmmmoooorrrry
Video RAM (A000-BFFF) Video BIOS-ROM (C000-C7FF)
y ad
adddddrrrreeeesssssssseeeessss::::
y y
adad
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Technical Data
22

Ports on the Graphics Board

VGA D-shell socket
Monitor connection socket
(15-pin)
NLX version of the
VICTORY Erazor LT

The VGA D-Shell Socket

Pin Assignment
Connection Signal Connection Signal
1Red 9 +5 V 2 Green 10 Sync ground 3 Blue 11 Monitor ID2 4 Monitor ID0 12 Bidirectional data (SDA, DDC1/2B) 5 DDC ground 13 Horizontal synchronization 6 Red ground 14 Vertical synchronization 7 Green ground 15 Data timing (SCL, DDC2B) 8 Blue ground
The ELSA ERAZOR II and ELSA VICTORY Erazor LT issue analog signals in accordance with the requirements of Guideline RS-170. The synchronization information is sent sep­arately. If your monitor provides a switch for the input impedance, you should select '75
Ohms' (= '75 Ω') for the R, G and B video inputs and '2 kOhm' (= '2 kΩ') for the sync inputs.
You should only try other switch settings at the sync inputs if your monitor expects sync levels other than those used by normal monitors and does not produce a stable display. The switches are labeled “Low” and “High” only on some monitors. You can then refer to your monitor manual to find out what input impedance level this refers to, or you can experiment to find a position in which a stable image appears in all graphics modes.
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Appendix

23
Appendix

Advice and Help

On the WINNERware CD you will find a list of the questions most frequently asked of the support hotline. In many cases you will quickly find a help for solving problems. The file can be read with the Acrobat Reader which is also included on the CD.
If you encounter any problems during the installation or operation of your ELSA product, please consult this manual first. On the ELSA CD or floppy disk you will find a file called README.TXT, containing late-breaking changes and additional information not available when this manual was printed.
If you have further questions, you can contact our Support team. Ensure that you can pro­vide the following information.
쮿 Exact model name of your ELSA device. 쮿 Version of the used ELSA driver or file date and time of the driver file. 쮿 Operating system, hardware environment and bus system.
You can call up information about your system via the ELSA Info program. Click on
Start
Settings
왘
Info tab for a display of various information about your system.
왘
Display
to open the Display Properties window. Click on the
Especially important: The version number of your graphics board driver
쮿 Name and version of the application program with the error. 쮿 A detailed error description. To be certain, try to reproduce the error at least three
times and exactly describe the steps you took to deliberately trigger the error.
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24
Appendix

Who to Contact?

First you should contact the dealer where you bought your ELSA product. If there are still questions remaining, contact one of the following:
쮿
쮿
ELSA on the Internet
The ELSA Internet WWW site www.elsa.com
88
ELSA LocalWeb +49-241-93 (ELSA’s dial-up WWW site: ISDN X75, V120, PPP no Internet provider required!) Analog V.90, V.34
Protocol PPP oder MLPPP User name guest No password
00
ELSA Support Faxline
By fax to the ELSA support faxline +49-241-606-6399
ELSA by Mail
쮿
Or write to ELSA ELSA AG
ELSA Support Hotline
쮿
If very urgent, call the ELSA support hotline
ELSA World Wide
쮿쮿쮿쮿
You can contact the ELSA subsidiaries:
ELSA Inc.
2231 Calle De Luna Santa Clara California CA 95054 USA
Computer Graphics Support Sonnenweg 11
52070 Aachen Germany
+49-241-606-6131
Mondays to Fridays from: 9.00 am until 5.00 pm (CET)
Phone:
Fax:
+1-408-919-9100 +1-800-272-ELSA +1-408-919-9120
ELSA Asia Inc.
7F-11, No. 188, Sec. 5 Nanking East Road Taipe i 105 Taiwan R.O.C.
ELSA ERAZOR II and ELSA VICTORY Erazor LT
Phone: Fax:
+886-22-7685730 +886-22-7660873
Page 31
ELSA Japan Inc.
Appendix
25
Mita Suzuki Building 3F 5-20-14 Shiba, Minato-ku Tokyo 108-0014 Japan
Phone: Fax:
+81-3-5765-7391 +81-3-5765-7235

The ELSA LocalWeb

The ELSA LocalWeb provides direct access to ELSA’s local Internet server, and contains the same information as the Internet web server www.elsa.com. Here you will find infor­mation about all ELSA products, the latest drivers, software and documentation, and you have the opportunity to put questions to our sales and support departments via the ELSA news server. To access the ELSA LocalWeb, you need a dialer program (e.g. the Dial-up Network in Windows 95) and an Internet browser.
To make a connection, first start the dialer software. Where information for the DNS server is requested, enter the IP address as 172.22.1.2. The user name is guest; no pass­word is necessary. With a successful connection active, the browser software can be started.

Driver Updates

The latest versions of the ELSA drivers are always available for download from our Inter­net WWW site www.elsa.com or our LocalWeb and via direct FTP from ftp.elsa.com. You will also find lots of information and answers to frequently asked questions (FAQs). You might also consider the newsgroups on our Webpages. Before you contact the ELSA Support team, please make sure that you are using the latest driver versions.

Repair?

If you are not sure whether your ELSA expansion board is defective or if the problem is just a driver which is incorrectly installed, please call the ELSA support hotline before you send the board for repair. Should you need to send in the ELSA expansion board to be repaired, please use suitable packing material and the original box to prevent damage during transport. In addition, please include a copy of the original purchase receipt as well!
You can help reduce the repair time by including a detailed description of the fault with the device, which will help us track down the error source.
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26
Appendix

DoC–Declaration of Conformity

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Appendix
27
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28
Appendix

Warranty Conditions

The ELSA AG warranty is given to purchasers of ELSA products in addition to the warranty conditions pro­vided by law and in accordance with the following conditions:
1 Warranty Coverage
a) The warranty covers the equipment delivered and all its parts. Parts will, at our sole discretion, be
replaced or repaired free of charge if, despite proven proper handling and adherence to the operat­ing instructions, these parts became defective due to fabrication and/or material defects. Also we reserve the right to replace the defective product by a successor product or repay the original pur­chase price to the buyer in exchange to the defective product. Operating manuals and possibly sup­plied software are excluded from the warranty.
b) Material and service charges shall be covered by us, but not shipping and handling costs involved
in transport from the buyer to the service station and/or to us. c) Replaced parts become property of ELSA. d) ELSA are authorized to carry out technical changes (e.g. firmware updates) beyond repair and re-
placement of defective parts in order to bring the equipment up to the current technical state. This
does not result in any additional charge for the customer. A legal claim to this service does not ex-
ist.
2 Warranty Period
The warranty period for ELSA products is six years. Excepted from this warranty period are ELSA color monitors and ELSA videoconferencing systems with a warranty period of 36 months. This period begins at the day of delivery from the ELSA dealer. Warranty services do not result in an extension of the war­ranty period nor do they initiate a new warranty period. The warranty period for installed replacement parts ends with the warranty period of the device as a whole.
3 Warranty Procedure
a) If defects appear during the warranty period, the warranty claims must be made immediately, at
the latest within a period of 7 days. b) In the case of any externally visible damage arising from transport (e.g. damage to the housing), the
transport company representative and ELSA should be informed immediately. On discovery of dam-
age which is not externally visible, the transport company and ELSA are to be immediately informed
in writing, at the latest within 7 days of delivery. c) Transport to and from the location where the warranty claim is accepted and/or the repaired device
is exchanged, is at the purchaser's own risk and cost. d) Warranty claims are only valid if the original purchase receipt is returned with the device.
4 Suspension of the Warranty
All warranty claims will be deemed invalid
a) if the device is damaged or destroyed as a result of acts of nature or by environmental influences
(moisture, electric shock, dust, etc.), b) if the device was stored or operated under conditions not in compliance with the technical specifi-
cations,
ELSA ERAZOR II and ELSA VICTORY Erazor LT
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Appendix
c) if the damage occurred due to incorrect handling, especially to non-observance of the system de-
scription and the operating instructions, d) if the device was opened, repaired or modified by persons not authorized by ELSA, e) if the device shows any kind of mechanical damage, f) if in the case of an ELSA Monitor, damage to the cathode ray tube (CRT) has been caused especially
by mechanical load (e.g. from shock to the pitch mask assembly or damage to the glass tube), by
strong magnetic fields near the CRT (colored dots on the screen), or through the permanent display
of an unchanging image (phosphor burnt), g) if, and in as far as, the luminance of the TFT panel backlighting gradually decreases with time, or h) if the warranty claim has not been reported in accordance with 3a) or 3b).
5 Operating Mistakes
If it becomes apparent that the reported malfunction of the device has been caused by unsuitable soft­ware, hardware, installation or operation, ELSA reserves the right to charge the purchaser for the result­ing testing costs.
29
6 Additional Regulations
a) The above conditions define the complete scope of ELSA’s legal liability. b) The warranty gives no entitlement to additional claims, such as any refund in full or in part. Com-
pensation claims, regardless of the legal basis, are excluded. This does not apply if e.g. injury to
persons or damage to private property are specifically covered by the product liability law, or in cas-
es of intentional act or culpable negligence. c) Claims for compensation of lost profits, indirect or consequential detriments, are excluded. d) ELSA is not liable for lost data or retrieval of lost data in cases of slight and ordinary negligence. e) In the case that the intentional or culpable negligence of ELSA employees has caused a loss of data,
ELSA will be liable for those costs typical to the recovery of data where periodic security data back-
ups have been made. f) The warranty is valid only for the first purchaser and is not transferable. g) The court of jurisdiction is located in Aachen, Germany in the case that the purchaser is a merchant.
If the purchaser does not have a court of jurisdiction in the Federal Republic of Germany or if he
moves his domicile out of Germany after conclusion of the contract, ELSA’s court of jurisdiction ap-
plies. This is also applicable if the purchaser's domicile is not known at the time of institution of
proceedings. h) The law of the Federal Republic of Germany is applicable. The UN commercial law does not apply
to dealings between ELSA and the purchaser.
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30
Appendix
ELSA ERAZOR II and ELSA VICTORY Erazor LT
Page 37

Glossary

Glossary
31
3D –
쮿
쮿
쮿
쮿
쮿
쮿
쮿
쮿
쮿
쮿
Three-dimensional
3D clipping –
formation in which invisible surfaces or parts of a 3D object are removed.
3D pipeline –
representation of virtual 3D scene on the moni-
tor. These include ➞tesselation, ➞geometri- cal transformation and ➞rendering.
AGP –
and is a further development by INTEL based on the PCI bus. The AGP bus provides a greater bandwidth for data transmission and communi­cates directly with main memory. The bus is primarily intended for 3D graphics boards.
Aliasing –
Jagged transitions are often formed between adjacent pixels in the representation of diago­nals or curves. These "jaggies" can be smoothed out by anti-aliasing.
Alpha blending –
each pixel for creating transparent materials.
Back buffer –
region built up in the background in the frame
buffer during ➞double buffering.
Back face culling –
late the hidden faces of a 3D object.
BIOS –
System. A program code in the read-only mem­ory (ROM) of a computer which performs the self-test and several other functions during sys­tem startup.
Bump mapping –
are assigned depth information which allows the display of relief or raised structures.
stands for Accelerated Graphics Port
Abbreviation of Basic Input/Output
Process in geometric trans-
Sum of all steps required for the
the familiar "staircase effect".
Additional information for
is the name for the image
Method used to calcu-
Process by which textures
Bus system –
쮿
for the transfer of information between indi­vidual system components, especially to expansion boards (e.g. PCI bus).
Clipping –
쮿
representation are determined in clipping. These parts are then not displayed.
D/A converter –
쮿
signal converter which converts a digital input signal to an analog output signal.
DDC –
쮿
special data channel through which a DDC­capable monitor can send its technical data to the graphics board.
Depth Complexity –
쮿
objects that are in front of each other within a scene. For example, a wall behind a group of people, with yet another person in front of them, results in a depth complexity of 3. This is a typical value for 3D environments.
DirectColor –
쮿
RealColor and HighColor. The value that is stored in the video RAM is not translated but transferred directly to the D/A converter. This means that the full color information must be saved for each pixel.
Double buffering –
쮿
two display buffers. This means that the next image can be drawn in the page of the display buffer, which is initially invisible. This image will be displayed once it is ready and the next image will be prepared in the other page of the buffer. Animations and games can be made to look more realistic with this technique than with simple single buffer.
stands for Display Data Channel. A
A system of parallel data lines
parts of polygons invisible to the
Digital/Analog converter: A
refers to the number of
Generic term for TrueColor,
means that there are
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32
Glossary
쮿 DPMS – Abbreviation of VESA Display Power
Management Signaling. This standard allows an energy-saving operation of monitors in sev­eral steps. The graphics boards described in this manual support VESA DPMS.
쮿 DRAM – Abbreviation of Dynamic Random
Access Memory. Volatile memory for read and write operations.
쮿 EDO-RAM – Abbreviation for Extended Data
Output Random Access Memory (Hyper Page Mode). EDO-RAM is very common on graphics boards, as the most recently used data persist in memory. A number of read accesses to sim­ilar data occur during the generation of an image, so that use of EDO-RAM gives a signifi­cant speed advantage.
쮿 FCC – FCC compliance means that a device
has been tested and found to comply with the limits for a Class B digital device pursuant to Part 15 of the FCC Rules, designed to provide reasonable protection against harmful inter­ference in a residential installation.
쮿 FIFO method – (first in, first out) a system
used in batch processing and queues in which the first signal to arrive is processed first.
쮿 Fill Rate – Is the rate at which pixels are
drawn into the screen memory, and expresses the overall performance of the processor. Cur­rent values are around 50-70 Mpixels/s. With
increasing demands of resolution, ➞depth
complexity and fps, the fill rates will have to increase dramatically.
쮿 Fixed-frequency monitor – A monitor that
can only be operated at a specific resolution and refresh rate.
쮿 Flat shading – ➞'Shading'. 쮿 Flipping – The image generated in the ➞back
buffer is displayed.
쮿 Fps – Or frame rate, refers to how many times
per second the scene is updated by the render­ing engine. Frame rates beyond 30 fps achieve smoother, more realistic animation.
쮿 Frame buffer – Part of the graphics memory in
which the image next to be displayed on the screen is generated. In addition, transparency effects are calculated in the frame buffer.
쮿 Front buffer – is the name for the visible
image page in ➞double buffering.
쮿 Geometrical transformation – The position
of the object in space is determined from the observer's point of view.
쮿 Gouraud shading – ➞ 'Shading'.
쮿 Graphics accelerator – refers to a graphics
accelerator board, i.e a board particularly suited for graphics intensive user environ­ments.
쮿 HighColor – designates a 15-bpp or 16-bpp
(bits per pixel) graphics mode, i.e. 32,768 or 65,536 colors.
쮿 Horizontal frequency – The horizontal fre-
quency (scan frequency) of a monitor in kHz. This value must be set in accordance with the operating limits of the monitor, otherwise the monitor might be damaged in extreme cases.
쮿 Horizontal scan frequency – The horizontal
scan frequency of a monitor in kHz. This value must be set in accordance with the operating limits of the monitor, otherwise the monitor might be damaged in extreme cases.
쮿 Interpolation – A video image must be
stretched or shrunk in order to fit into the dis­play window. If pixels are simply multiplied (for example, a block of four equally colored pixels represents the original pixel), aliasing effects ("blocks" and "stairs") will occur. This can be avoided by interpolation procedures (using
ELSA ERAZOR II and ELSA VICTORY Erazor LT
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Glossary
33
average colors for inserted pixels). Horizontal interpolation is relatively easy to perform, since the pixels are drawn to the screen in lines. Vertical interpolation is more difficult and requires a complete pixel line to be buffered.
쮿 MIP mapping – In MIP mapping a number of
textures are assigned to an object depending on distance. The representation of the object becomes more detailed as the observer approaches the object.
쮿 Multifrequency/Multisync monitor – A
monitor that can be operated at various hori­zontal scan frequencies, or that automatically adapts itself to different video signals (resolu­tions).
쮿 OpenGL – 3D software interface (3D API).
E.g. implemented in Windows NT and avail­able for Windows 95. Based on Iris GL from Sil­icon Graphics and licensed from Microsoft.
쮿 Page Flipping – The image generated in the
➞back buffer is displayed
쮿 PCI bus – Abbreviation of Peripheral Compo-
nent Interconnect Bus. An advanced bus sys­tem, i.e. a system of parallel data lines to transfer information between individual system components, especially to expansion boards.
쮿 Phong shading – ➞ 'Shading'.
쮿 Pixel – Picture element. Dot in the image.
쮿 Pixel frequency – Pixel clock frequency
(number of pixels drawn per second in MHz).
쮿 Primitive – Simple, polygonal geometrical
object, such as a triangle. 3D landscapes are generally broken down into triangles.
쮿 RAM – Abbreviation of Random Access Mem-
ory. Chip memory of a computer or expansion board that can be read from and written to (unlike ROM = Read Only Memory).
쮿 RAMDAC – The RAMDAC converts the digital
signals to analog signals on a graphics board. VGA monitors are only capable of processing analog signals.
쮿 RealColor – RealColor normally designates a
15-bpp or 16-bpp (bits per pixel) graphics mode, i.e. 32,768 or 65,536 colors).
쮿 Refresh rate – or image refresh frequency (in
Hz) indicates how many times per second an image on the monitor is refreshed.
쮿 Rendering – Process for calculating the repre-
sentation of a 3D scene, in which the position and color of each point in space is determined.
The depth information is held in the ➞Z buffer,
the color and size information is held in the
➞frame buffer.
쮿 Resolution – The number of pixels in horizon-
tal and vertical direction on the screen, for example 640 horizontal by 480 vertical pixels (640 x 480).
쮿 RGB – Color information is saved in the Red/
Green/Blue color format.
쮿 ROM – Abbreviation of Read Only Memory.
Semiconductor memory that can only be read and not written to.
쮿 Shading – Shading or rendering is a way to
define the colors on curved surfaces in order to give an object a natural appearance. To achieve this, the surfaces are subdivided into many small triangles. The three most impor­tant 3D shading methods differ in the algorithm used to apply colors to these triangles: Flat shading: the triangles are uniformly col­ored. Gouraud shading: The color shades on a trian­gle are calculated by interpolating the vertex colors, resulting in a smooth appearance of the surface. Phong shading: the color shades on a triangle
ELSA ERAZOR II and ELSA VICTORY Erazor LT
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34
Glossary
are calculated by interpolating the normal vec­tor.
쮿 Single buffer – By contrast with double buff-
ering, where the image buffer is duplicated, the single buffering mode is not able to access the next image, which has already been calculated. This means that animations will run jerkily.
쮿 Tearing – A distinction is made in double
buffering between the front buffer and the back buffer. The image change between the front buffer and the back buffer is synchronized in tearing.
쮿 Tesselation – The objects for 3D calculations
are divided up into polygons (triangles) in tes­selation. The vertices, color and, if required, transparency values, are determined for the tri­angles.
쮿 Textures – Wrapping a bitmap around an
object, including perspective correction, for
example wallpaper on a wall or a wood texture on furniture. Even a video can be used as a tex­ture map.
쮿 TrueColor – Graphics mode with 16.7 million
colors (24 or 32 bits per pixel). In this mode, the color information saved in the display memory is not translated by a look-up table, but passed directly to the D/A converter. This means that the full color information must be saved for each pixel.
쮿 VESA – Abbreviation of Video Electronics
Standards Association. A consortium for the standardization of computer graphics.
쮿 VRAM – Abbreviation for video RAM. Mem-
ory chip for fast graphics boards.
쮿 Z buffer – 3D depth information (position in
the third dimension) for each pixel.
ELSA ERAZOR II and ELSA VICTORY Erazor LT
Page 41

Index

!
쮿
3D clipping 3D pipeline 3D Settings
A
쮿
AGP
........................................................ 2, 31
Aliasing Alpha blending Anti-aliasing API
............................................................. 16
B
쮿
Back buffer Back face culling BIOS
..................................................... 21, 31
Bump mapping Bus
................................................... 2, 21, 31
C
쮿
CE
................................................................. 3
Clipping Color palettes COM
........................................................... 17
Computer
D
쮿
D socket DDC
...................................................... 19, 31
Direct 3D Direct3D DirectColor DirectDraw Double buffer DPMS DRAM
......................................................... 25
Driver
E
쮿
EDO-RAM
F
쮿
FCC
......................................................... 3, 32
........................................... 14, 31
.......................................... 13, 31
................................................ 12
...................................................... 31
.......................................... 31
.............................................. 15
.......................................... 15, 31
....................................... 14
..................................... 15, 31
...................................................... 31
............................................ 18
..................................................... 2
..................................................... 22
.................................................... 16
..................................................... 12
........................................... 18, 31
................................................ 16
............................................. 31
......................................................... 31
........................................................ 32
.................................................. 32
Filtering Flat shading Flipping Frame buffer Front buffer
G
쮿
...................................................... 14
................................... 15, 32, 33
................................................ 15, 32
........................................ 15, 32
.......................................... 15, 32
Geometrical transformation Gouraud shading Grey scales
H
쮿
HighColor
................................................ 18
............................................. 18, 32
Horizontal frequency
I
쮿
Immediate mode Internet Interpolation
L
쮿
LocalWeb
M
쮿
Memory
...................................................... 24
.............................................. 32
............................................. 24, 25
..................................................... 21
Memory addresses MIP mapping Mode X Monitor
O
쮿
OLE OpenGL
P
쮿
Page flipping PCI bus Performance Phong shading Pin assignment Point sampling Primitive
............................................................. 17
....................................... 14, 32
...................................................... 16
.............................................. 2, 8, 22
.................................... 12, 16, 17, 33
.............................................. 33
....................................................... 33
.............................................. 12
..................................... 15, 33
.......................................... 22
........................................... 14
............................................... 14, 33
Products supplied
Index
................ 14, 32
................................. 15, 33
................................. 32
........................................ 17
.................................... 21
........................................ 2
35
ELSA ERAZOR II and ELSA VICTORY Erazor LT
Page 42
36
Index
쮿 R
RAMDAC Ray tracing RealColor
.............................................18, 33
Refresh rate Rendering Repair
........................................................ 25
Resolution Retained mode
쮿 S
Scan frequency Shading
................................................ 15, 33
Shutter glasses Single buffer Stencil buffer Support
.................................................. 2, 24
Support hotline System requirements
............................................. 21, 33
................................................. 15
........................................... 6, 33
............................................ 14, 33
.............................................. 6, 33
.......................................... 17
.......................................... 32
.......................................... 33
.............................................. 33
............................................. 16
.......................................... 24
.................................. 2
쮿 T
Tearing Tesselation Texture Texture mapping Transformation TrueColor
쮿 V
VESA VESA DDC VGA
............................................................ 18
VRAM
쮿 W
Warranty WWW
쮿 Z
Z buffer
....................................................... 33
.......................................... 13, 34
................................................. 13, 34
........................................ 14
.......................................... 14
....................................... 18, 19, 34
.......................................................... 34
............................................ 19, 21
........................................................ 34
...................................................... 2
........................................................ 24
...................................................... 34
ELSA ERAZOR II and ELSA VICTORY Erazor LT
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