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轻松校对NVIDIA说明文件,编号011!!![10月25日更新]

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发表于 2002-10-25 12:38:17 | 显示全部楼层 |阅读模式
翻译原文:
http://www.linuxsir.cn/forum.php?mod=viewthread&tid=4642

已经校对过的
编号001-010:
http://www.linuxsir.cn/forum.php?mod=viewthread&tid=5738
http://www.linuxsir.cn/forum.php?mod=viewthread&tid=6466
http://www.linuxsir.cn/forum.php?mod=viewthread&tid=6526
http://www.linuxsir.cn/forum.php?mod=viewthread&tid=6842
http://www.linuxsir.cn/forum.php?mod=viewthread&tid=6973
http://www.linuxsir.cn/forum.php?mod=viewthread&tid=7451
http://www.linuxsir.cn/forum.php?mod=viewthread&tid=8154
http://www.linuxsir.cn/forum.php?mod=viewthread&tid=8214
http://www.linuxsir.cn/forum.php?mod=viewthread&tid=8615
http://www.linuxsir.cn/forum.php?mod=viewthread&tid=9380
有新意见的朋友还可以继续跟贴,谢谢





今天开始校对编号011,希望大家热情参与:

******************************




编号011
________________________________________________________
(app-e) APPENDIX E: OPENGL ENVIRONMENT VARIABLE SETTINGS
________________________________________________________
(app-e) 附录 E :OPENGL 环境变量的设置

FULL SCENE ANTI-ALIASING (全屏反锯齿)

反锯齿是一项技术用来光滑屏幕中物体的边缘来减少有时候会出现的锯齿状的阶梯效果

。全屏反锯齿被GeForce或更新的硬件所支持。通过设置相应的环境变量,让你能够基于

这些GPUS在任何的OpenGl应用程序中使用全屏反锯齿。

几种反锯齿方法可行,同时你能够在它们之间进行选择通过设置相应的环境变量

__GL_FSAA_MODE.注意在FSAA渲染的过程中增加取样数目会使性能下降。

以下的表格描述了可能的值提供给 __GL_FSAA_MODE 以及它们对各种NVIDIA GPUs造成的

结果。

__GL_FSAA_MODE GeForce, GeForce2, Quadro, and Quadro2 Pro
-----------------------------------------------------------------------
0 FSAA disabled
1 FSAA disabled
2 FSAA disabled
3 1.5 x 1.5 Supersampling
4 2 x 2 Supersampling
5 FSAA disabled


__GL_FSAA_MODE GeForce4 MX, Quadro4 500/550 XGL, and
Quadro4 200/400 NVS
-----------------------------------------------------------------------
0 FSAA disabled
1 2x Bilinear Multisampling
2 2x Quincunx Multisampling
3 FSAA disabled
4 2 x 2 Supersampling
5 FSAA disabled


__GL_FSAA_MODE GeForce3, Quadro DCC, GeForce4 Ti, Quadro4 700 XGL,
Quadro4 750 XGL, and Quadro4 900 XGL
-----------------------------------------------------------------------
0 FSAA disabled
1 2x Bilinear Multisampling
2 2x Quincunx Multisampling
3 FSAA disabled
4 4x Bilinear Multisampling
5 4x Gaussian Multisampling

请注意在Quadro家族产品上使用FSAA,你必须禁用UBB (请看附录 M: PAGE FLIPPING,

WINDOW FLIPPING, AND UBB for details).

ANISOTROPIC TEXTURE FILTERING(非等方性的纹理过滤)

自动启用非等方性的纹理过滤通过设置环境变量 __GL_DEFAULT_LOG_ANISO,有用的值:

__GL_DEFAULT_LOG_ANISO GeForce/GeForce2/GeForce4 MX Description
-----------------------------------------------------------------------
0 No anisotropic filtering(无非等方性的纹理过滤)
1 Enable automatic anisotropic filtering(启用)

__GL_DEFAULT_LOG_ANISO GeForce3/GeForce4 Ti Description
-----------------------------------------------------------------------
0 No anisotropic filtering(无)
1 Low anisotropic filtering(低)
2 Medium anisotropic filtering(中)

VBLANK SYNCING (VBLANK 同步)

设置环境变量 __GL_SYNC_TO_VBLANK 为一非零值将强迫glXSwapBuffers来同步你监视器

的垂直刷新率(值在垂直空白期执行一次交换)。对GeForce 或 更新的硬件(例如:任

何硬件除了TNT/TNT2产品)。


3 Maximum anisotropic filtering (最大)






-----------------------
英文原文:



__________________________________________________________________________

(app-e) APPENDIX E: OPENGL ENVIRONMENT VARIABLE SETTINGS
__________________________________________________________________________

FULL SCENE ANTI-ALIASING

Anti-aliasing is a technique used to smooth the edges of objects in a
scene to reduce the jagged "stairstep" effect that sometimes appears.
Full scene anti-aliasing is supported on GeForce or newer hardware.
By setting the appropriate environment variable, you can enable full
scene anti-aliasing in any OpenGL application on these GPUs.

Several anti-aliasing methods are available and you can select between
them by setting the __GL_FSAA_MODE environment variable appropriately.
Note that increasing the number of samples taken during FSAA rendering
may decrease performance.

The following tables describe the possible values for __GL_FSAA_MODE
and their effect on various NVIDIA GPUs.

__GL_FSAA_MODE  GeForce, GeForce2, Quadro, and Quadro2 Pro
-----------------------------------------------------------------------
  0             FSAA disabled
  1             FSAA disabled
  2             FSAA disabled
  3             1.5 x 1.5 Supersampling
  4             2 x 2 Supersampling
  5             FSAA disabled


__GL_FSAA_MODE  GeForce4 MX, Quadro4 500/550 XGL, and
                Quadro4 200/400 NVS
-----------------------------------------------------------------------
  0             FSAA disabled
  1             2x Bilinear Multisampling
  2             2x Quincunx Multisampling
  3             FSAA disabled
  4             2 x 2 Supersampling
  5             FSAA disabled


__GL_FSAA_MODE  GeForce3, Quadro DCC, GeForce4 Ti, Quadro4 700 XGL,
                Quadro4 750 XGL, and Quadro4 900 XGL
-----------------------------------------------------------------------
  0             FSAA disabled
  1             2x Bilinear Multisampling
  2             2x Quincunx Multisampling
  3             FSAA disabled
  4             4x Bilinear Multisampling
  5             4x Gaussian Multisampling

Please note that to use FSAA on Quadro-family products, you must disable
UBB (please see APPENDIX M: PAGE FLIPPING, WINDOW FLIPPING, AND UBB
for details).


ANISOTROPIC TEXTURE FILTERING

Automatic anisotropic texture filtering can be enabled by setting
the environment variable __GL_DEFAULT_LOG_ANISO,  The useful values
are:

__GL_DEFAULT_LOG_ANISO  GeForce/GeForce2/GeForce4 MX Description
-----------------------------------------------------------------------
  0     No anisotropic filtering
  1     Enable automatic anisotropic filtering

__GL_DEFAULT_LOG_ANISO  GeForce3/GeForce4 Ti Description
-----------------------------------------------------------------------
  0     No anisotropic filtering
  1     Low anisotropic filtering
  2     Medium anisotropic filtering
  3     Maximum anisotropic filtering


VBLANK SYNCING

Setting the environment variable __GL_SYNC_TO_VBLANK to a non-zero value
will force glXSwapBuffers to sync to your monitor's vertical refresh rate
(perform a swap only during the vertical blanking period) on GeForce or
newer hardware (ie: everything but TNT/TNT2 products).
发表于 2002-10-25 18:35:11 | 显示全部楼层
我对011的意见如下:

第一段:第一句:“反锯齿是一项用来平滑场景中物体边缘的技术,它可以减少物体有时所呈现的锯齿状阶梯效果”

第二段:第一句:“你可以通过恰当的设置__GL_FSAA_MODE 变量来对几种可用的反锯齿方式进行选择。”

在文中表格中,应该把不同参数所对应的效果翻译出来,从上到下是:
禁用FSAA
禁用FSAA
禁用FSAA
启用1.5 x 1.5超级取样(Supersampling)
启用2 x 2超级取样(Supersampling)
禁用FSAA

禁用FSAA
启用2x双线性多级采样(Bilinear Multisampling )
启用2x五点阵排列多级采样( Quincunx Multisampling )
禁用FSAA
2 x 2超级取样(Supersampling)
禁用FSAA

禁用FSAA
启用2x双线性多级采样(Bilinear Multisampling )
启用2x五点阵排列多级采样( Quincunx Multisampling )
禁用FSAA
启用4x双线性多级采样(Bilinear Multisampling )
启用4x五点排列多级采样( Quincunx Multisampling )

表格下面那句话括号中的翻译为:“请参看  附录M:页面翻转、窗口翻转及UBB  来获得详细信息”

ANISOTROPIC TEXTURE FILTERING的翻译应为:各向异性纹理过滤(下文中亦是如此)

最后一段中的on GeForce or newer hardware 提到“强迫glXSwapBuffers来同步你监视器的垂直刷新率”前面,即:“将在GeForce或更新的硬件上强迫glXSwapBuffers来同步你监视器的垂直刷新率”
发表于 2002-10-26 00:53:09 | 显示全部楼层
dragonnapalm兄,太强了,专业水准,我实在惭愧。。。
 楼主| 发表于 2002-10-27 10:23:15 | 显示全部楼层
不仅仅是水平好,更重要的是这种精神!有水平的人多的是,同时能有这种精神的人就不多了,Linuxfish向dragonnapalm兄致敬!
发表于 2002-10-27 12:50:35 | 显示全部楼层
两位兄弟实在是太客气了,我只不过在做一些自己力所能及的事情,而我应该谢谢你们两位以及其他兄弟给与我在学习linux中的帮助才对!
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