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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:
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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). |
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