SW interface

HiFill - BREAKTHROUGH SPEED LIMIT

HiFill accelerate scanline algoritmus, because scanline renderers is quick (RenderWare) then OpenGL in Win95 and high quality scanline render's is available (radiozity, shaders - parametric texture, nurbs....with small models). Next algoritmus for games is horizontal cliping and X-buffering - right-left clipping and S-buffering, front to back writing.

HiColor data formate

8pixel texture modulate runing colour - intenzity/2 and is zooming 1x;1,5x;2x;2.5x;3x;3.5x;4x

integration - ADD or SUB gradient intenzity +/-0;1;2;3;4;5;6;7 in TrueColor to white or black

gradient -0 is interpolation texture - bits is signum of gradient

backcolor must be FFh, synchronization must be -V, +H and pallete all black

(S3 Virge have non Intel convention WR to memory -big/little endian)

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Our product direct to Microsoft's Talisman project

Now we are working on fast scanline resterize engine for HiFill with 32bit Z buffering, alpha blending, fractal LOD texturing, radiozity shading, fractal objects and Nurbs and Metaballs (all calculated by rasterization to keep small model and fast 3D transformation for easy transfer on Web)

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