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Full Discussion: Monitor Resolution
Top Forums UNIX for Advanced & Expert Users Monitor Resolution Post 38974 by RTM on Friday 1st of August 2003 11:26:16 AM
Old 08-01-2003
Found on SunSolve:

Quote:
Sun[TM] Expert3D Framebuffer PSD/FAQ

Q. How much video memory is there on the Expert3D card?

A. Expert3D has 128MB of total on-board memory with 64MB for texture mapping storage and 64MB for framebuffer display. Expert3D is capable of displaying very high resolution 3D at up to 1920 x 1200 (16:10 aspect ratio supporting Sun's 24" monitor) where before, the maximum Sun 3D resolution is 1280 x 1024. Expert3D also supports 3D stereoscopic graphics at up to 1280x1024 on Sun's new 21" FD Monitor. (Maximum stereo resolution before is 960 x 680).

Hardware based texture memory boosts performance significantly within applications requiring texture mapping (up to 10x the texture mapping acceleration of Elite3D m6). Also, Expert3D is Sun's first graphics board to support Sun's 24" display in full 3D allowing users to take full advantage of the very high resolutions possible with the 24" for displaying enhanced image details (higher dpi) and with more screen real estate to display more data on screen.
 

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GLBINDTEXTURE(3G)														 GLBINDTEXTURE(3G)

NAME
glBindTexture - bind a named texture to a texturing target C SPECIFICATION
void glBindTexture( GLenum target, GLuint texture ) PARAMETERS
target Specifies the target to which the texture is bound. Must be either GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D. texture Specifies the name of a texture. DESCRIPTION
glBindTexture lets you create or use a named texture. Calling glBindTexture with target set to GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D and texture set to the name of the newtexture binds the texture name to the tar- get. When a texture is bound to a target, the previous binding for that target is automatically broken. Texture names are unsigned integers. The value zero is reserved to represent the default texture for each texture target. Texture names and the corresponding texture contents are local to the shared display-list space (see glXCreateContext) of the current GL rendering con- text; two rendering contexts share texture names only if they also share display lists. You may use glGenTextures to generate a set of new texture names. When a texture is first bound, it assumes the dimensionality of its target: A texture first bound to GL_TEXTURE_1D becomes one-dimen- sional, and a texture first bound to GL_TEXTURE_2D becomes two-dimensional, and a texture first bound to GL_TEXTURE_3D becomes a three- dimensional texture. The state of a one-dimensional texture immediately after it is first bound is equivalent to the state of the default GL_TEXTURE_1D at GL initialization, and similarly for two-, and three-dimensional textures. While a texture is bound, GL operations on the target to which it is bound affect the bound texture, and queries of the target to which it is bound return state from the bound texture. If texture mapping of the dimensionality of the target to which a texture is bound is active, the bound texture is used. In effect, the texture targets become aliases for the textures currently bound to them, and the texture name zero refers to the default textures that were bound to them at initialization. A texture binding created with glBindTexture remains active until a different texture is bound to the same target, or until the bound tex- ture is deleted with glDeleteTextures. Once created, a named texture may be re-bound to the target of the matching dimensionality as often as needed. It is usually much faster to use glBindTexture to bind an existing named texture to one of the texture targets than it is to reload the texture image using glTexImage1D, glTexImage2D, or glTexImage3D. For additional control over performance, use glPrioritizeTextures. glBindTexture is included in display lists. NOTES
glBindTexture is available only if the GL version is 1.1 or greater. ERRORS
GL_INVALID_ENUM is generated if target is not one of the allowable values. GL_INVALID_OPERATION is generated if texture has a dimensionality that doesn't match that of target. GL_INVALID_OPERATION is generated if glBindTexture is executed between the execution of glBegin and the corresponding execution of glEnd. ASSOCIATED GETS
glGet with argument GL_TEXTURE_BINDING_1D glGet with argument GL_TEXTURE_BINDING_2D glGet with argument GL_TEXTURE_BINDING_3D SEE ALSO
glAreTexturesResident(3G), glDeleteTextures(3G), glGenTextures(3G), glGet(3G), glGetTexParameter(3G), glIsTexture(3G), glPrioritizeTextures(3G), glTexImage1D(3G), glTexImage2D(3G), glTexParameter(3G) GLBINDTEXTURE(3G)
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