82815 GMCH
R
Datasheet
147
The GMCH can store each of the above mip-maps in any of the following formats:
8bpt Surface Format
16bpt Surface Format
RGB 565
ARGB 1555
ARGB 4444
AY 88
8bpt (Indexed) Surface Format
RGB 565
ARGB 1555
ARGB 4444
AY 88
4:2:2
YcrCb, Swap Y Format
YcrCb, Normal
YcrCb, UV Swap
YcrCb, UV/Y Swap
Many texture mapping modes are supported. Perspective correct mapping is always performed. As the
map is fitted across the polygon, the map can be tiled, mirrored in either the U or V directions, or
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 GMCH 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 GMCH 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.