This is a very n00b question. Very basic 3D architecture stuff. I am not totally clear how these work together and what the differences are. Though I know more then the average user I don't really know technically why or how they are different and what they do. Some questions:
1.) What is a Pipeline in a 3D Graphics chip? The way I always understood it is that it is a fixed path that data flows down. When we say one card has 4 pipelines or one card has 8 pipelines how exactly is it improving performance by increasing pipelines?
2.) What exactly does the Texture Mapping Unit do? Am I right in saying that it applies 1 texture to 1 polygon? Or is it 1 texture to one Pixel? When we say a card has 2 TMU's per Pipeline what are we really saying? That it can apply 2 textures to 2 polygons in a single clock? or just 2 textures to 1 polygon in a single clock?
3.) If the TMU is all about applying how many textures per clock to a polygon then what is the Textures per pass? If a card can do 16 textures per pass what are we doing, applying 16 textures in one clock to a polygon?
Thanks for all your help! If there is an easier way to 'learn me' by showing me to a URL or some documention I'd greatly appreciate it, or if you can explain it here It would be greatly appreciated.
I've never truely understood these basic things clrealy
Thanks,
Brent
1.) What is a Pipeline in a 3D Graphics chip? The way I always understood it is that it is a fixed path that data flows down. When we say one card has 4 pipelines or one card has 8 pipelines how exactly is it improving performance by increasing pipelines?
2.) What exactly does the Texture Mapping Unit do? Am I right in saying that it applies 1 texture to 1 polygon? Or is it 1 texture to one Pixel? When we say a card has 2 TMU's per Pipeline what are we really saying? That it can apply 2 textures to 2 polygons in a single clock? or just 2 textures to 1 polygon in a single clock?
3.) If the TMU is all about applying how many textures per clock to a polygon then what is the Textures per pass? If a card can do 16 textures per pass what are we doing, applying 16 textures in one clock to a polygon?
Thanks for all your help! If there is an easier way to 'learn me' by showing me to a URL or some documention I'd greatly appreciate it, or if you can explain it here It would be greatly appreciated.
I've never truely understood these basic things clrealy
Thanks,
Brent