Intel 815 Manuel D’Utilisation
Intel® 815 Chipset: Graphics Controller PRM, Rev 1.0
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13.1.6. Variable Length Vertex Formats for Rendering Instructions
The GC supports variable length vertex formats. These formats are determined, by enable bits contained
in the variable length vertex format (VLVF) instructions. The following table specifies the attributes
associated with each vertex. The order of the attributes must be strictly observed.
in the variable length vertex format (VLVF) instructions. The following table specifies the attributes
associated with each vertex. The order of the attributes must be strictly observed.
For any attribute that is defined as not present, the value of the corresponding attribute from the last
triangle of last packet will be used for the triangles in this packet. However, in the case of strip and fan
primitives, the vertex numbers rotate from one primitive to the next primitive (e.g., the third vertex of
one triangle will become the first vertex of the next triangle). Therefore, the re-used attribute value from
the last primitive will not be guaranteed to be on the same vertex of the next primitive. In this case,
undesired results may occur. It is recommended to turn off features that have the corresponding attributes
disabled (e.g., if no texture coordinate is send, then turn off texture mapping feature).
triangle of last packet will be used for the triangles in this packet. However, in the case of strip and fan
primitives, the vertex numbers rotate from one primitive to the next primitive (e.g., the third vertex of
one triangle will become the first vertex of the next triangle). Therefore, the re-used attribute value from
the last primitive will not be guaranteed to be on the same vertex of the next primitive. In this case,
undesired results may occur. It is recommended to turn off features that have the corresponding attributes
disabled (e.g., if no texture coordinate is send, then turn off texture mapping feature).
Vertex Attribute
Comments
X Position
Required for every vertex
Triangle Edge V2–V0 Enable
Required only on the first vertex of a triangle and on each new vertex,
which defines a triangle when processing strips and fans.
which defines a triangle when processing strips and fans.
Triangle Edge V1–V2 Enable
Required only on the first vertex of a triangle and on each new vertex,
which defines a triangle when processing strips and fans.
which defines a triangle when processing strips and fans.
Triangle Edge V0–V1 Enable
Required only on the first vertex of a triangle and on each new vertex,
which defines a triangle when processing strips and fans.
which defines a triangle when processing strips and fans.
Y Position
Required for every vertex
Z Position
Optional
Z Bias
Optional
Reciprocal of W
Optional
Diffuse Color (Alpha, Red, Green and
Blue)
Blue)
Optional
Specular Color/Fog Factor
Optional
Texture Coordinate Set 0
Optional
Texture Coordinate Set 1
Optional