Intel
82815EM GMCH
R
138
Datasheet
mapped up to the end of the texture and no longer placed on the object (this is known as clamp mode).
The way a texture is combined with other object attributes is also definable.
Texture ColorKey and ChromaKey
ColorKey and ChromaKey describe two methods of removing a specific color or range of colors from a
texture map before it is applied to an object. For “nearest” texture filter modes, removing a color simply
makes those portions of the object transparent (the previous contents of the back buffer show through).
For “ linear “ texture filtering modes, the texture filter is modified if only the non-nearest neighbor texels
match the key (range).
ColorKeying occurs with paletted textures, and removes colors according to an index (before the palette
is accessed). When a color palette is used with indices to indicate a color in the palette, the indices can be
compared against a state variable “ColorKey Index Value” and if a match occurs and ColorKey is
enabled, then this value’s contribution is removed from the resulting pixel color. The GMCH2-M defines
index matching as ColorKey.
ChromaKeying can be performed for both paletted and non-paletted textures, and removes texels that fall
within a specified color range. The ChromaKey mode refers to testing the RGB or YUV components to
see if they fall between high and low state variable values. If the color of a texel contribution is in this
range and ChromaKey is enabled, then this contribution is removed from the resulting pixel color.
Multiple Texture Composition
The GMCH2-M includes support for two simultaneous texture maps. This support greatly reduces the
need for multipass compositing techniques for effects such as diffuse light maps, specular reflection
maps, bump mapping, detail textures, gloss maps, shadows, and composited effects like dirt or tire
marks. Supporting these techniques in hardware greatly increases compositing performance by reducing
the need to read and write the frame buffer multiple times.
This multitexture support provides a superset of the “l(fā)egacy” one-texture (pre-DirectX 6) texture blend
modes and a large subset of the operations defined in DirectX 6 and the OpenGL ARB multitexture
extensions.
The Multitexture Compositing Unit is capable of combining the interpolated vertex diffuse color, a
constant color value, and up to two texels per pixel in a fully programmable fashion. Up to three
operations (combinations) can be performed in a pipelined organization, with intermediate storage to
support complex equations, e.g., of the form “A*B + C*D” required for light maps and specular gloss
maps. Separate operations can be performed on color (RGB) and alpha components.
4.12.6.
2D Operation
The GMCH2-M contains BLT and STRBLT functionality, a hardware cursor, and an extensive set of 2D
registers and instructions.
GMCH2-M VGA Registers and Enhancements
The 2D registers are a combination of registers defined by IBM* when the Video Graphics Array (VGA)
was first introduced, and others that Intel
has added to support graphics modes that have color depths,
resolutions, and hardware acceleration features that go beyond the original VGA standard. The internal
graphics device of the GMCH2-M improves upon VGA by providing additional features that are used
through numerous additional registers.