| 	
		 TM   
					ELSA ERAZOR II   
					TM   
					ELSA VICTORY Erazor LT   
				Preface   
					Thank you for placing your trust in this ELSA product.   
					To make sure that you have undiluted fun with your ELSA board, we insist on the high-   
					est quality requirements in manufacturing and stringent quality control to ensure our   
					high product standards and consistent product quality.   
					About this Manual   
					This manual provides all the information you will need to get the best out of your ELSA   
					graphics board. The accompanying ELSA utilities are described, and you will find   
					detailed information about 3D and video.   
					Changes to this Manual   
					ELSA products are subject to continual further development. It is therefore possible that   
					the printed documentation does not always correspond to the latest release. However,   
					information about the latest changes is always to be found in the README files on the   
					ELSA CD.   
					If you have questions to the topics covered in this manual or require additional help, our   
					online services are at your disposal around the clock. The complete range of support   
					and services provided by ELSA can be found in the "Advice and Help" chapter.   
					In very urgent cases the ELSA Support hotline can be reached under the following num-   
					ber:   
					+49-241-606-6131   
				Before you continue   
					Installation of the ELSA ERAZOR II and ELSA VICTORY Erazor LT and installation of the   
					associated drivers are described in the Installation Guide. Please read this information   
					first before you start reading this manual.   
				V 
					Contents   
					Introduction .................................................................................................................... 1   
					
					Highlights of the Erazor Graphics Boards............................................................... 2   
					What Hardware Do I Need?.................................................................................... 2   
					What's In the Box?.................................................................................................. 2   
					CE Conformity and FCC Radiation Standard........................................................... 3   
					After Installing the Drivers .......................................................................................... 5   
					It's Time to Get Moving!......................................................................................... 5   
					What is Possible?.................................................................................................... 5   
					What Makes Sense?............................................................................................... 6   
					Changing the resolution.......................................................................................... 7   
					Windows 95/98.................................................................................................. 7   
					Windows NT 4.0 .............................................................................................. 10   
					
					The Multimedia Player.......................................................................................... 11   
					Fine-Tuning for Performance Freaks..................................................................... 12   
					
					3D Graphics Representation................................................................................. 13   
					The 3D Pipeline ................................................................................................ 13   
					3D Interfaces......................................................................................................... 16   
					What APIs Are Available?................................................................................ 16   
					Direct 3D .......................................................................................................... 16   
					
					Color Palettes, TrueColor and Gray Scales........................................................... 18   
					VGA .................................................................................................................. 18   
					DirectColor ....................................................................................................... 18   
					VESA DDC (Display Data Channel) ....................................................................... 19   
					DDC1 ................................................................................................................ 19   
					DDC2B .............................................................................................................. 19   
					
					
					Characteristics of the Graphics Boards ................................................................ 21   
					
					Ports on the Graphics Board ................................................................................. 22   
					The VGA D-Shell Socket ................................................................................. 22   
					Appendix ....................................................................................................................... 23   
					Advice and Help.................................................................................................... 23   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
				VI   
					Who to Contact? .............................................................................................. 24   
					The ELSA LocalWeb......................................................................................... 25   
					Driver Updates ................................................................................................. 25   
					Repair? ............................................................................................................. 25   
					DoC–Declaration of Conformity ........................................................................ 26   
					Warranty Conditions............................................................................................. 28   
					Glossary ........................................................................................................................ 31   
					Index .............................................................................................................................. 35   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
				Introduction   
					1 
					Introduction   
					“Reading the manual is a waste of time.” A prejudice you are proving to be wrong right   
					now by reading this manual. And rightly so. In this case, it is really worth the effort.   
					Because the ELSA ERAZOR II and ELSA VICTORY Erazor LT has some smart features that   
					are only described here in the manual.   
					So only those who read the manual will truly be taken with this card. We'll make it as   
					short and easy as we can–promise.   
					A Look at the ERAZOR II and VICTORY Erazor LT   
					Just what are you sticking into your computer? The boards are getting smaller, but at the   
					same time more powerful. In the diagram and legend below, we explain the functions of   
					the board's chief components   
					ERAZOR II   
					VICTORY Erazor LT   
					³ 
					³ 
					» 
					· 
					» 
					· 
					ᕡ The video memory. This checks out which image is being displayed on the screen   
					and thinks one step ahead. Only in this way can rapid graphics generation in the   
					graphics board be ensured.   
					ᕢ The graphics processor. The heart of the board. The RAMDAC is integrated in it.   
					The monitor is not able to process the digital signals from the graphics processor   
					directly. The RAMDAC comes in here and translates the digital signals into analog   
					signals. All this at a clock speed of 250 MHz.   
					ᕣ The BIOS. One of its tasks is to ensure that the system recognizes the graphics   
					board.   
					
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
				Introduction   
					2 
					Highlights of the Erazor Graphics Boards   
					 Wide data flow – True 128 bit graphics acceleration for Windows NT,   
					Windows 95 and Windows 98   
					 A giant with potential for growth – the performance of the RIVA 128ZX grows   
					with processor power. This can be summed up in a phrase: “The more powerful the   
					CPU, the more powerful the Erazor”.   
					 A games arcade on your living room – arcade quality 3D graphics wtih high-   
					speed direct 3D support   
					  Fast video – High quality, multiple filtered MPEG and AVI play.   
					When things get tight – Textures are dynamically stored in the computer's work-   
					ing memory   
					   Superfast – DOS with VBE 3.0 BIOS   
					24-hour access – To ELSA Support in the ELSA LocalWeb and Internet-WWW   
					Guaranteed – 6 years warranty on the ELSA ERAZOR II and ELSA   
					VICTORY Erazor LT   
					 Protected – The ELSA ERAZOR II and ELSA VICTORY Erazor LT meet CE require-   
					ments.   
					What Hardware Do I Need?   
					 Computer: The ELSA ERAZOR II and ELSA VICTORY Erazor LT only really come to   
					life if your computer has a Pentium 166 or compatible processor or even better. Less   
					muscular processors will not get the best out of the board.   
					  Bus: The ELSA ERAZOR II and ELSA VICTORY Erazor LT can be had in AGP versions.   
					Your computer must have an AGP bus.   
					Monitor: The ELSA ERAZOR II and ELSA VICTORY Erazor LT works with the stan-   
					dard IBM VGA compatible horizontal scan frequency of 31.5 kHz while booting and   
					in DOS operation.   
					What's In the Box?   
					You will notice if your graphics board is missing. But you need to check that the box con-   
					tained all of the following:   
					   Graphics board   
					Documentation: Installation Guide and electronic manual on CD   
					CD-ROM with installation and driver software and utilities   
					If any part is missing please contact your dealer. ELSA reserves the right to vary the prod-   
					ucts supplied without prior notice.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
				Introduction   
					3 
					CE Conformity and FCC Radiation Standard   
					CE   
					This equipment has been tested and found to comply with the limits of the European   
					Council Directive on the approximation of the laws of the member states relating to elec-   
					tromagnetic compatibility (89/336/EEC) according to EN 55022 class B.   
					FCC   
					This equipment has been tested and found to comply with the limits for a Class B digital   
					device pursuant to Part 15 of the Federal Communications Commission (FCC) Rules. The   
					testing of this compliance involved the following procedures:   
					 Declaration of Conformity (➞page 24)   
					CE and FCC   
					These limits are designed to provide reasonable protection against radio frequency inter-   
					ference in a residential installation. This equipment generates, uses, and can radiate   
					radio frequency energy. It may interfere with to radio communications if not installed and   
					used in accordance with the instructions. However, there is no guarantee that interfer-   
					ence will not occur in a particular installation. If this equipment does cause interference   
					to radio or television reception (this can be determined by turning this equipment off and   
					on), the user is encouraged to try to correct the interference by one or more of the follow-   
					ing measures:   
					   Reorient or relocate the receiving antenna.   
					Increase the distance between this equipment and the receiver.   
					Connect the equipment to an outlet on a circuit other than that to which the receiver   
					is connected.   
					  Consult your dealer or an experienced radio/TV technician.   
					Caution: To comply with the limits for an FCC Class B computing device, always use   
					a shielded signal cable.   
					Caution to the user: The Federal Communications Commission warns the user that   
					changes or modifications to the unit not expressly approved by the party responsible for   
					compliance could void the user's authority to operate the equipment.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
				Introduction   
					4 
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
				After Installing the Drivers   
					5 
					After Installing the Drivers   
					You will have completed the most important steps once the Installation Guide has piloted   
					you safely through the hazards of driver installation. Your operating system knows about   
					the Erazor, the ELSA drivers are installed and ...   
					It's Time to Get Moving!   
					We have a tip for you at this point: A few minutes' patience will pay for themselves. Take   
					a few moments' time to optimize your system settings. Your eyes will thank you for it   
					and you will certainly enjoy playing games and working on your computer much more.   
					In this chapter you will learn:   
					   What is the maximum resolution I can get from my system?   
					What color depth should I use?   
					How frequently should the monitor redraw itself?   
					This chapter is divided up into operating systems to allow us to answer these questions   
					for you as simply as possible. Turn straight to the heading for your operating system. You   
					will find everything you need there. The software you need will be on the WINNERware   
					CD – unless it is already included in the operating system.   
					What is Possible?   
					The table below shows the maximum possible resolutions for the ELSA graphics board.   
					Note that these resolutions cannot be achieved under all operating conditions.   
					ERAZOR II   
					Refresh rate (Hz) / Z-Buffer, Double Buffering   
					Color depth:   
					256 Colors   
					HighColor   
					TrueColor   
					8MB   
					16MB   
					85/–   
					8MB   
					16MB   
					85/✓   
					8MB   
					16MB   
					85/✓   
					1600 x 1200   
					1280 x 1024   
					1152 x 864   
					1024 x 768   
					960 x 720   
					85/–   
					120/–   
					120/–   
					120/–   
					120/–   
					120/–   
					120/–   
					85/✓   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					85/✓   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					120/–   
					120/–   
					120/–   
					120/–   
					120/–   
					120/–   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					120/✓   
					800 x 600   
					640 x 480   
					HighColor = 65536 colors, TrueColor = 16.7 million colors   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
				After Installing the Drivers   
					VICTORY Erazor LT   
					6 
					Refresh rate (Hz) / Z-Buffer, Double Buffering   
					Color depth:   
					1600 x 1200   
					1280 x 1024   
					1152 x 864   
					1024 x 768   
					800 x 600   
					256 Colors   
					HighColor   
					85/–   
					TrueColor   
					–/–   
					85/–   
					100/–   
					120/–   
					120/–   
					120/✓   
					100/–   
					75/–   
					120/–   
					120/–   
					120/–   
					120/–   
					120/–   
					120/–   
					HighColor = 65.536 colors, TrueColor = 16,7 million colors   
					What Makes Sense?   
					There are some basic ground rules for you to follow when setting up your graphics sys-   
					tem. On the one hand, there are the ergonomic guide values although nowadays these   
					are met by most systems, and on the other hand there are limitations inherent in your sys-   
					tem, e.g. your monitor. The question of whether your applications need to run using high   
					color depth – perhaps even using TrueColor – is also important. This is an important con-   
					dition in many DTP workstations, for instance. A color depth of 64K is recommended for   
					games and “normal” Windows applications.   
					“More pixels means more fun”   
					This idea is widely held, but is not always true. The general rule is that a refresh rate of   
					73 Hz meets the minimum recommended ergonomic requirements. The resolution to be   
					selected is, furthermore, dependent on the capabilities of your monitor. The table below   
					is a guide to the resolutions you might select:   
					Monitor   
					size   
					Typical   
					image size   
					Minimum   
					recommended   
					resolution   
					Maximum   
					recommended   
					resolution   
					Ergonomic   
					resolution   
					17“   
					19“   
					15.5“ - 16“   
					17.5“ - 18.1“   
					19“ - 20“   
					800 x 600   
					1024 x 768   
					1024 x 768   
					1600 x 1000   
					1024 x 768   
					1280 x 1024   
					1600 x 1200   
					1920 x 1200   
					1024 x 768   
					1152 x 864   
					1280 x 1024   
					1600 x 1000   
					20“/21“   
					24“   
					21“ - 22“   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
				After Installing the Drivers   
					7 
					Changing the resolution   
					You set the resolution of your graphics board in the Control Panel under Windows.   
					The ELSA graphics card is normally supplied with software on a CD-ROM. You will find   
					all the utilities described in this manual on the WINNERware CD – unless they are a com-   
					ponent of the operating system.   
					Windows 95 and Windows 98   
					If you have installed the OpenGL driver, you should be aware that this version of OpenGL   
					only supports games which are suited. A sleek and minimal range of functions guaran-   
					tees a rapid games performance.   
					The '   
					lation of the WINman Suite. You can use these Settings to tweak your graphics system   
					for the best performance. The ' Settings' provide some great features. Once you   
					Settings' are automatically integrated into the Control Panel during the instal-   
					have specified the graphics board model and the monitor data, the program will automat-   
					ically detect which settings are possible and which are not. This means, for instance,   
					that it is impossible for you to select an incorrect refresh rate which might damage your   
					monitor.   
					ቢ Click on Start, then select Settings ̈ Control Panel.   
					ባ You will find the Display program in the Control Panel. When you start this pro-   
					gram, you are shown a dialog box where you can modified the display settings.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
				After Installing the Drivers   
					8 
					ቤ Here you should click on the '   
					Settings' tab.   
					' 
					Settings' has all the options   
					for setting up the graphics board   
					for your monitor.   
					Windows 95   
					Windows 98   
					Under Windows 98, you can reach the '   
					Settings' by selecting the Settings card and   
					then clicking on the Advanced....   
					It is important to carry out the following settings or checks step by step:   
					   the color depth   
					the monitor type   
					the resolution of the monitor image   
					(Scheme, Data Set) and   
					 the refresh rate.   
					Choosing the monitor   
					If your monitor supports DDC, the preset values will be displayed under 'Scheme'. If this   
					is not the case, click on Change... to call up the database of monitor types. You will be   
					presented with a list of monitor manufacturers and monitor models. If your manufacturer   
					is present, click on the entry and then select your model. If your monitor is not listed,   
					there are two options. One option is to select the "_Standard monitor" from the list of   
					manufacturers and then select the resolution you wish to work with.   
					A second option requires information about the technical specifications for your monitor.   
					Consult your monitor manual to ensure that you have the correct information. Click on   
					Change... in the 'Monitor type database' window. In addition to the information regard-   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
				After Installing the Drivers   
					9 
					ing the monitor manufacturer, and the model designation, you will have to enter the fre-   
					quency ranges for the horizontal and vertical scan frequencies and specify the diagonal   
					size of your monitor.   
					If your monitor type is not listed in the   
					monitors database you can enter the   
					monitor manufacturer and model type   
					here.   
					The vertical and horizontal frequency   
					ranges and the diagonal size of the   
					screen are the important settings.   
					Check your entries for the image frequencies carefully, as otherwise you might damage   
					your monitor. Look these up in your monitor manual or consult the monitor manufacturer.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
				After Installing the Drivers   
					10   
					Windows NT 4.0   
					The settings for the graphics driver are included in the Control Panel under Windows NT   
					4.0. Use the command sequence   
					Start ̈ Settings ̈ Control Panel   
					to call the dialog window where you should find the icon for Display. Double click on   
					this symbol to open the window with its various tabs. Click on the 'Settings' tab.   
					You can select the possible settings for 'Color palette', 'Font size', 'Resolution' and 'Dis-   
					play frequency' from this dialog box. The available selection is determined by the ELSA   
					driver you have installed. You should always check the configuration you have selected   
					by clicking on the Test button.   
					You will find further information on how to customize your graphics settings under Win-   
					dows NT 4.0 in your system manual.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
				Useful Stuff and More   
					11   
					Useful Stuff and More   
					You have received a CD with your ELSA ERAZOR II and ELSA VICTORY Erazor LT. On the   
					WINNERware CD you will find all the drivers you will need for the use of the   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT under various operating systems and the   
					tools you can use to exploit all the features on the graphics board.   
					On the following pages we will introduce the tools and their uses.   
					The Multimedia Player   
					Until now, a variety of programs for the playback of CDs, videos and other media was   
					available under Multimedia in the Accessories folder of the Windows start menu. These   
					have now been succeeded by the Microsoft Multimedia Player. It handles the most com-   
					mon multimedia formats, all under one common user interface—regardless of whether   
					the data is coming from the Internet or the local hard disk. The Multimedia Player is   
					responsible for the playback of RealAudio and RealVideo, as well as WAV, AVI and   
					Quicktime files.   
					Video playback or Internet live radio: The   
					Microsoft Multimedia Player handles all   
					common multimedia formats.   
					After the installation, the file extensions of media files are permanently associated with   
					the Multimedia Player. You can thus double-click the media files in the Windows   
					Explorer or My Computer folder to conveniently launch the Player and start the playback.   
					The use of the Multimedia Player is intuitive, and it includes a comprehensive help func-   
					tion to clarify questions or solve problems while working with the program.   
					ELSA ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
				Useful Stuff and More   
					12   
					Fine-Tuning for Performance Freaks   
					After installing the ELSA graphics drivers under Windows 95 and Windows 98 you will   
					find a new tab in the 'Display Properties': The '   
					3D Settings'.   
					The question mark provides the answers!   
					Click on this symbol and then on the area   
					of the dialog about which you want more   
					information.   
					There’s more!   
					Click on this button for additional dialog   
					windows.   
					Because Windows 98 allows the operation of multiple graphics boards, the 3D Settings   
					for the Erazor are to be found in another location. Under 'Display Properties' select in   
					turn: 'Settings' ̈ Advanced... ̈ '   
					3D Settings'.   
					These settings let you set up the optimal games performance on your system. In most   
					cases you don’t need to adjust anything. Once in a while if you see display errors on   
					screen or if there are problems with the speed, you can adjust the Direct3D or OpenGL   
					settings. The settings which are optimal for any game can saved under an identifiable   
					name and quickly recalled without having to restart your system.   
					Once saved, the settings can be easily   
					recalled: the individual 3D configurations   
					for your games can be found in the   
					ELSA WINman Suite.   
					Experimentation pays! Give your combatant a little extra “zip” and optimize his chances   
					against the competition. If the descriptions here are too cryptic, just take a look at the   
					glossary in this manual or use the comprehensive help system. Simply click on the ques-   
					tion mark at the top right-hand corner of the dialog window, and then click on the item in   
					question. If you accidentally dump your system into the crawler-lane, just click on the   
					emergency button Restore Defaults. The standard settings will be called into action.   
					ELSA ELSA ERAZOR II and ELSA VICTORY Erazor LT   
				All about graphics   
					13   
					All about graphics   
					This is the chapter where we really get stuck in. Anyone who wants to know more about   
					graphics–especially in connection with the ELSA ERAZOR II and ELSA   
					VICTORY Erazor LT–will find a whole load of technical stuff right here.   
					3D Graphics Representation   
					Today it is considered de rigeur to know all about 3D. Your curiosity will be aroused as   
					soon as you experience the first visual wizardry generated by your new graphics board.   
					Two features of the 3D display will leap out at you: it's both realistic and fast. The   
					amount of work required here is known only to the processor, but we will describe it in   
					detail to you below.   
					The 3D Pipeline   
					What actually happens when a monitor displays a 3D object? The data describing the 3D   
					object are passed through what is known as the 3D pipeline, in which the mathematical   
					calculations for its representation in space and perspective on the monitor are carried   
					out. What happens in detail?   
					3D Pipeline   
					Geometrical   
					transformation   
					Display   
					on the monitor   
					Object data   
					Tesselation   
					Rendering   
					Start: The object data   
					The pipeline starts at the object. The object description is made up of the data (points).   
					Tesselation   
					In the first step, the object is broken down into a number of polygons or triangles. The   
					vertices of the triangles are described by coordinate points (x, y and z) with the 'z' value   
					containing the depth information. Depending on the representation, these vertices also   
					contain information concerning the material and texture. The volume of data to be pro-   
					cessed increases enormously because of this conversion of the image information.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
					 
					 
				All about graphics   
					14   
					Geometrical transformation   
					This part of the 3D pipeline is very processor-intensive, as all the calculations for the 3D   
					scene are carried out at this stage. Described in simple terms, it comprises the following   
					steps:   
					  Illumination–The illumination of the scene by different light sources is calculated.   
					Transformation–In transformation, the objects are aligned in perspective as seen   
					from the observer's point of view.   
					 Back face culling–This process computes hidden surfaces resulting from the   
					observation perspective chosen. Any object having an invisible front surface is   
					omitted.   
					  3D clipping–In this process, each polygon is checked to determine whether it is   
					partially or fully invisible. The invisible faces or parts of objects will be removed.   
					Scaling on the screen – The above steps are now calculated for three-dimen-   
					sional space using normalized coordinates. The on-screen image coordinates will   
					only now be computed.   
					Rendering   
					At this stage, the 3D scene is filled with color shades and textures are applied. Different   
					processes and methods are also applied here.   
					 Texture mapping – At this stage, the 3D object undergoes a sort of "face lift". The   
					materials and textures are assigned. Different methods are used here to make the   
					textures appear realistic, even when enlarged or reduced. As a first step, the tex-   
					tures are computed:   
					– Point sampling is the simplest method. A pixel-by-pixel comparison is made   
					between the texture template and the surface to be filled. This method leads to   
					a very coarse representation, especially when enlarged.   
					– In linear mapping, a new color value is interpolated from the adjacent pixels (or   
					texels) of a texture. This gives better results than point sampling, as the hard   
					boundary between the coarse pixels is blurred.   
					– The MIP mapping method stores a large number of enlargement stages for the   
					texture. The depth information of a primitive is then used to determine which   
					enlargement stages of the texture will be used in drawing. Normal textures sel-   
					dom contain more than 256 colors.   
					The first 15 bits of a 16-bit wide color representation are reserved for the colors   
					(5/5/5 > R/G/B). Information concerning the transparency of the texture is car-   
					ried in the alpha channel. The last bit is reserved for this information. Finally, a   
					distinction is made in MIP mapping between bilinear and trilinear filtering. Bilin-   
					ear filtering interpolates between two pixels of two textures, trilinear filtering   
					interpolates between four pixels for each of two textures.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
				All about graphics   
					15   
					– Bump mapping introduces a new dimension. Relief or raised textures can only   
					be generated with the other methods in two dimensions using light and shadow   
					effects. In bump mapping, the texture is additionally assigned height informa-   
					tion, which allows very realistic three-dimensional effects to be created.   
					The staircase effect is corrected by anti-aliasing. This is either done by interpolating   
					mixed pixels, in which a new color value is computed from two adjacent color val-   
					ues, or by using transparent pixels of the same color which are overlaid over adja-   
					cent pixels.   
					 Shading – Shading takes account of the effects created by different light sources   
					on the 3D object and provide for a very realistic overall impression. Here, too, there   
					are different methods which are more or less processor-intensive:   
					– Flat shading assigns a color value to each polygon. This results in a mosaic-like,   
					jagged representation, which demands only a short processing time.   
					– In Gouraud shading, all the vertices of the polygons are assigned a color value.   
					The remaining pixel information for the polygon is interpolated. This method   
					gives a very gentle color transition, even with fewer polygons than are required   
					for flat shading.   
					– The Phong shading method additionally takes a normal vector of reflectivity into   
					consideration when interpolating. An even more realistic impression is gener-   
					ated by the representation of reflections and mirror images.   
					– Certain applications use ray tracing methods. This is a very computer-intensive   
					and time-consuming process in which each individual pixel and its reflection in   
					3D space is calculated.   
					 The frame buffer   
					The finished image will not be written to the frame buffer until this complex   
					sequence of steps is completed. The frame buffer is made up of front and back   
					buffer. The back buffer acts as a buffer page, in which the next image to be dis-   
					played is built up. This prevents the process of image drawing being visible. The   
					duplicate storage method is also known as double buffering.   
					Flipping: Display on the monitor   
					The content of the front buffer is displayed on the monitor. When the drawing process   
					in the back buffer is completed, this image is then passed to the front buffer in a process   
					known as flipping.   
					The next image will only ever be displayed once the image drawing process in the back   
					buffer is completed. This procedure should be repeated at least 20 times a second to give   
					a smooth representation of 3D scenarios. In this context, we speak of frames per second   
					(fps), a very important value for 3D applications. A cinema film runs at 24 fps.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
				All about graphics   
					16   
					3D Interfaces   
					Software interfaces, including 3D interfaces, are known as APIs (Application Program   
					Interface). The question is what are these interfaces used for, and how do they work.   
					In simple terms: They make developers' work easier. The methods by which the various   
					interfaces function, are comparable: In the past it was necessary to address the various   
					hardware components directly in programming if you wanted to exploit their capabilities   
					to the full. The APIs are a kind of translator operating between the hardware and the   
					software.   
					The specification of standard definitions was the precondition for the proper function of   
					these translation routines. These definitions are implemented by the hardware manufac-   
					turers during development and optimized for the hardware concerned. Developers can   
					implement complex procedures relatively easily by using these definitions. They can use   
					a uniform command set when programming and do not need to know the characteristics   
					specific to the hardware.   
					What APIs Are Available?   
					There are a good dozen more or less commonly found 3D APIs. However, in recent years,   
					two formats have established themselves as the favorites: Direct 3D and OpenGL. ELSA   
					graphics boards support these commonly found 3D interfaces. The functional differences   
					between the interfaces are slight, as is shown by the table below. The decisive ques-   
					tions for the user concern extensibility, flexibility and possible portability to existing   
					applications.   
					Function   
					Alpha blending   
					Direct 3D   
					OpenGL   
					        ˿ 
					˿ 
					   ˿ 
					    ˿ 
					 Texture mapping   
					MIP mapping   
					Video motion mapping   
					Fogging   
					Anti-aliasing filter   
					Flat shading   
					Gouraud shading   
					Phong shading   
					Stencil buffer   
					Direct 3D   
					As a development of Mode X and DirectDraw under Windows 3.1x, Direct 3D is a branch   
					of the DirectX multimedia family which was developed directly for Windows 95 to accel-   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
					 
					 
					 
					 
				All about graphics   
					17   
					erate the slow 3D display characteristics of the operating system. Direct 3D is based on   
					Microsoft's Common Object Model (COM), which is also used as the foundation to OLE   
					technology (Object Linking and Embedding). Direct 3D cooperates with Direct Draw in   
					two-dimensional display. A typical situation would be, for instance, rendering a 3D   
					object while Direct Draw is placing a two-dimensional background bitmap. Microsoft   
					claims to have corrected some of the weaknesses of the old version in the most recent   
					version 5.0.   
					Immediate Mode and Retained Mode   
					As can be assumed from the two terms, immediate mode is a programming mode that is   
					close to the hardware. Retained mode, on the other hand, is a programming mode that   
					is largely predefined through an API interface. What does this mean in detail? Looking   
					at the two systems hierarchically, the immediate mode is also known as the low-level   
					mode. The programming interface level is close to the hardware level and permits the   
					programmer direct access to special functions in the hardware component concerned.   
					The retained mode (high-level mode) makes it possible, for example, to load a defined 3D   
					object with textures into a Windows application. Here it can be manipulated and moved   
					using simple API commands. Translation takes place in real time, without the need to   
					know the technical structure of the object.   
					
					OpenGL   
					Following its success in gaining a good reputation amongst professionals using CAD/   
					CAM programs, OpenGL is now increasingly penetrating the PC market. OpenGL is plat-   
					form-independent and makes a distinction between immediate and display list modes. A   
					display list stores specific sequences that can be recalled again later. The object descrip-   
					tions can then be taken directly from the list, resulting in very high performance. How-   
					ever, if objects need to be manipulated frequently, the display list will have to be   
					generated again from new. In this case, the speed advantage is lost. OpenGL provides   
					a wide range of graphics features, from rendering a simple geometric point, line, or filled   
					polygon, to the most sophisticated representations of curved surfaces with lighting and   
					texture mapping. The some 330 routines of OpenGL provide software developers access   
					to these graphics capabilities:   
					
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
				All about graphics   
					18   
					Color Palettes, TrueColor and Gray Scales   
					Common graphics modes are listed in the following table. Not all graphics modes are   
					available on the ELSA ERAZOR II and ELSA VICTORY Erazor LT boards.   
					Colors   
					(from palette)   
					Graphics mode   
					bpp   
					bpg   
					Max. gray levels   
					VGA 0x12   
					VGA 0x13   
					4 
					8 
					6+6+6   
					6+6+6   
					16 of 262,144   
					256 of 262,144   
					16   
					64   
					Standard   
					8 
					8 
					6+6+6   
					6+6+6   
					256 of 262,144   
					256 of 16.7 million   
					64   
					256   
					HighColor   
					15   
					16   
					16   
					5+5+5   
					6+6+4   
					5+6+5   
					32,768   
					65,536   
					65,536   
					32   
					16   
					32   
					TrueColor   
					24   
					8+8+8   
					16.7 million   
					256   
					(bpp = bits per pixel; bpg = bits per gun)   
					VGA   
					In VGA graphics adapters, the digital color information stored in the video memory (4 bits   
					for 16 colors or 8 bits for 256 colors) is converted into a digital 18-bit value in the graphics   
					adapter in a CLUT (ColorLookUpTable). The 3 x 6 bits are converted separately for R/G/   
					B (red/green/blue) in the RAMDAC (D/A converter) and transferred to the monitor as ana-   
					log signals on just three lines (plus sync lines). The original color values are converted   
					into completely different values by means of a translation table. The value stored in the   
					video memory is thus not a color value, but only a pointer to a table in which the actual   
					color value is found. The advantage of this method: Only 8 bits need to be stored for each   
					pixel, although the color values are 18 bits wide; the disadvantage: Only 256 colors can   
					be displayed simultaneously from a palette of 262,144 possible colors.   
					DirectColor   
					The situation is different in the case of DirectColor (TrueColor, RealColor and HighColor).   
					In this case, the value stored in the video memory is not translated but is passed directly   
					to the D/A converter. This means that the full color information must be saved for each   
					pixel. The meanings of the terms RealColor, TrueColor, and HighColor can be confused,   
					as they are not always used unambiguously.   
					HighColor and RealColor   
					HighColor and RealColor usually describe a 15 or 16-bit wide graphics mode, while True-   
					Color should only be used for the more professional 24-bit mode (or 32-bit) mode.   
					15 bits provide 5 bits each for the red, green and blue values, resulting in 32 levels per   
					RGB component and thus 32,768 (= 32 x 32 x 32) different color hues.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
					 
					 
					 
				All about graphics   
					19   
					The 16-bit graphics modes are organized differently. Most common are (R-G-B) 5-6-5   
					(e.g. XGA) and 6-6-4 (e.g. i860). 5-6-5 means that 5 bits are used for each of red and   
					blue and 6 bits are used for green. In the case of 6-6-4, 6 bits are used for red and green   
					and 4 bits for blue. Both ways of assigning the bits correspond to the color sensitivity of   
					the human eye: this is highest for green and lowest for blue. 65,536 different colors can   
					be displayed.   
					TrueColor   
					The TrueColor mode is more complex, using 24 bits per pixel. Here, 8 bits are available   
					for each color component (256 levels), resulting in 16.7 million different color hues. There   
					are more colors available than pixels on the screen (1.3 million pixels at a resolution of   
					1280 x 1024 ).   
					VESA DDC (Display Data Channel)   
					VESA DDC refers to a serial data channel between the monitor and the graphics board.   
					Required for this is that both components support DDC and that the monitor cable   
					includes the additional DDC line. An extended monitor cable is used so that the can send   
					data about its technical specification, such as the name, model, maximum horizontal fre-   
					quency, timing definitions etc. or receive commands from the graphics board.   
					There are various standards; DDC1, DDC2B, and DDC2AB.   
					DDC1   
					Only the monitor can send data (unidirectional). A line in the monitor cable is used to   
					send a continuous data stream from the monitor to the graphics board. In the case of a   
					standard IBM VGA compatible 15-pin monitor connector, pin 12 (formerly used as monitor   
					ID bit 1) is used for data transmission, and the Vertical Sync signal of pin 14 is used as   
					transmission clock (VCLK). An EDID data set (Extended Display Identification) of   
					128 bytes is sent repeatedly, from which the major monitor data can be read in the com-   
					puter. The computer can then read the most important data, e.g. the monitor size, the   
					extent of DPMS support and a list of the most important VESA monitor timings sup-   
					ported, and some freely definable monitor timings.   
					DDC2B   
					The data channel is based on the I2C bus type with the access bus protocol and can be   
					operated in both directions (bidirectionally between monitor and board). In the case of a   
					standard IBM VGA compatible 15-pin monitor connector, pin 12 (formerly used as monitor   
					ID bit 1) is used for data transmission (SDA), and the pin 15 (formerly used as monitor ID   
					bit 3) is used as transmission clock (SCL). The graphics board can request the short EDID   
					information (see DDC1) as well as the more comprehensive VDIF information (VESA Dis-   
					play Identification File).   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
					 
					 
				All about graphics   
					20   
					DDC2AB   
					With DDC2AB additionally to DDC2B the computer may send commands for controlling   
					the monitor, e.g. for adjusting the screen position or the brightness (similar to ACCESS   
					bus).   
					For information on the pin assignment for the VGA D-shell socket 20 in the “Technical   
					Data” chapter .   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
				Technical Data   
					21   
					Technical Data   
					Those of you with a technical bent will find more detailed information regarding the   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT in this chapter. All interfaces and their   
					assignments are described in detail.   
					Characteristics of the Graphics Boards   
					ERAZOR II   
					VICTORY Erazor LT   
					Graphics processor   
					RAMDAC pixel timing   
					On-board memory   
					RIVA TNT by nVidia   
					RIVA 128ZX by nVidia   
					250MHz   
					8MB/16MB   
					1,6GB/s bandwidth   
					8MB   
					1,6GB/s bandwidth   
					BIOS   
					Flash-BIOS with VBE-3.0-Support   
					BIOS with VBE-3.0-Support   
					Bussystem   
					VESA DDC   
					AGP, 2x (133MHz)   
					DDC1 and DDC2B   
					Address Assignment of the ERAZOR II and   
					VICTORY Erazor LT   
					The ELSA ERAZOR II and ELSA VICTORY Erazor LT graphics board are fully IBM VGA com-   
					patible and occupies the same memory area and specific addresses in the I/O range. The   
					memory range above 1 MB is automatically assigned through the PCI BIOS interface.   
					If you come across any address conflicts, try to modify the I/O address of the expansion   
					board causing the conflict. The addresses of the ELSA graphics boards cannot be   
					changed! The ELSA ERAZOR II and ELSA VICTORY Erazor LT also requires an interrupt   
					(IRQ) which is free. This may have to be reserved in the computer’s BIOS. For help with   
					this theme, refer to the manual for your mainboard.   
					To ensure that your system functions properly, the addresses and ranges occupied by the   
					ELSA graphics board must not be accessed simultaneously by other hardware compo-   
					nents. The following addresses are assigned:   
					 I/O addresses:   
					Standard VGA I/O (3B0-3DF)   
					 Memory addresses:   
					Video RAM (A000-BFFF)   
					Video BIOS-ROM (C000-C7FF)   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
				Technical Data   
					22   
					Ports on the Graphics Board   
					VGA D-shell socket   
					Monitor connection socket   
					(15-pin)   
					NLX version of the   
					VICTORY Erazor LT   
					The VGA D-Shell Socket   
					Pin Assignment   
					Connection   
					Signal   
					Connection   
					Signal   
					1 
					2 
					3 
					4 
					5 
					6 
					7 
					8 
					Red   
					9 
					+5 V   
					Green   
					10   
					11   
					12   
					13   
					14   
					15   
					Sync ground   
					Monitor ID2   
					Blue   
					Monitor ID0   
					DDC ground   
					Red ground   
					Green ground   
					Blue ground   
					Bidirectional data (SDA, DDC1/2B)   
					Horizontal synchronization   
					Vertical synchronization   
					Data timing (SCL, DDC2B)   
					The ELSA ERAZOR II and ELSA VICTORY Erazor LT issue analog signals in accordance   
					with the requirements of Guideline RS-170. The synchronization information is sent sep-   
					arately. If your monitor provides a switch for the input impedance, you should select '75   
					Ohms' (= '75 Ω') for the R, G and B video inputs and '2 kOhm' (= '2 kΩ') for the sync inputs.   
					You should only try other switch settings at the sync inputs if your monitor expects sync   
					levels other than those used by normal monitors and does not produce a stable display.   
					The switches are labeled “Low” and “High” only on some monitors. You can then refer   
					to your monitor manual to find out what input impedance level this refers to, or you can   
					experiment to find a position in which a stable image appears in all graphics modes.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
					 
				Appendix   
					23   
					Appendix   
					Advice and Help   
					On the WINNERware CD you will find a list of the questions most frequently asked of the   
					support hotline. In many cases you will quickly find a help for solving problems. The file   
					can be read with the Acrobat Reader which is also included on the CD.   
					If you encounter any problems during the installation or operation of your ELSA product,   
					please consult this manual first. On the ELSA CD or floppy disk you will find a file called   
					README.TXT, containing late-breaking changes and additional information not available   
					when this manual was printed.   
					If you have further questions, you can contact our Support team. Ensure that you can pro-   
					vide the following information.   
					   Exact model name of your ELSA device.   
					Version of the used ELSA driver or file date and time of the driver file.   
					Operating system, hardware environment and bus system.   
					You can call up information about your system via the ELSA Info program. Click on   
					Start ̈ Settings ̈ Display to open the Display Properties window. Click on the   
					Info tab for a display of various information about your system.   
					Especially important:   
					The version number of your   
					graphics board driver   
					  Name and version of the application program with the error.   
					A detailed error description. To be certain, try to reproduce the error at least three   
					times and exactly describe the steps you took to deliberately trigger the error.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
				Appendix   
					24   
					Who to Contact?   
					First you should contact the dealer where you bought your ELSA product. If there are still   
					questions remaining, contact one of the following:   
					 ELSA on the Internet   
					The ELSA Internet WWW site   
					ELSA LocalWeb   
					
					+49-241-938800   
					ISDN   
					(ELSA’s dial-up WWW site:   
					no Internet provider required!)   
					X75, V120, PPP   
					V.90, V.34   
					Analog   
					Protocol   
					PPP oder MLPPP   
					guest   
					User name   
					No password   
					  ELSA Support Faxline   
					By fax to the ELSA support faxline   
					+49-241-606-6399   
					ELSA AG   
					ELSA by Mail   
					Or write to ELSA   
					Computer Graphics Support   
					Sonnenweg 11   
					52070 Aachen   
					Germany   
					  ELSA Support Hotline   
					If very urgent, call the   
					ELSA support hotline   
					+49-241-606-6131   
					Mondays to Fridays from: 9.00 am until 5.00 pm (CET)   
					ELSA World Wide   
					You can contact the ELSA subsidiaries:   
					ELSA Inc.   
					2231 Calle De Luna   
					Santa Clara   
					California CA 95054   
					USA   
					Phone:   
					Fax:   
					+1-408-919-9100   
					+1-800-272-ELSA   
					+1-408-919-9120   
					ELSA Asia Inc.   
					7F-11, No. 188, Sec. 5   
					Nanking East Road   
					Taipei 105   
					Phone:   
					Fax:   
					+886-22-7685730   
					+886-22-7660873   
					Taiwan   
					R.O.C.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
					 
				Appendix   
					25   
					ELSA Japan Inc.   
					Mita Suzuki Building 3F   
					5-20-14 Shiba, Minato-ku   
					Tokyo 108-0014   
					Phone:   
					Fax:   
					+81-3-5765-7391   
					+81-3-5765-7235   
					Japan   
					The ELSA LocalWeb   
					The ELSA LocalWeb provides direct access to ELSA’s local Internet server, and contains   
					
					mation about all ELSA products, the latest drivers, software and documentation, and you   
					have the opportunity to put questions to our sales and support departments via the ELSA   
					news server. To access the ELSA LocalWeb, you need a dialer program (e.g. the Dial-up   
					Network in Windows 95) and an Internet browser.   
					To make a connection, first start the dialer software. Where information for the DNS   
					server is requested, enter the IP address as 172.22.1.2. The user name is guest; no pass-   
					word is necessary. With a successful connection active, the browser software can be   
					started.   
					Driver Updates   
					The latest versions of the ELSA drivers are always available for download from our Inter-   
					
					You will also find lots of information and answers to frequently asked questions (FAQs).   
					You might also consider the newsgroups on our Webpages. Before you contact the ELSA   
					Support team, please make sure that you are using the latest driver versions.   
					Repair?   
					If you are not sure whether your ELSA expansion board is defective or if the problem is   
					just a driver which is incorrectly installed, please call the ELSA support hotline before you   
					send the board for repair. Should you need to send in the ELSA expansion board to be   
					repaired, please use suitable packing material and the original box to prevent damage   
					during transport. In addition, please include a copy of the original purchase receipt as   
					well!   
					You can help reduce the repair time by including a detailed description of the fault with   
					the device, which will help us track down the error source.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
					 
					 
				Appendix   
					27   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
				Appendix   
					28   
					Warranty Conditions   
					The ELSA AG warranty is given to purchasers of ELSA products in addition to the warranty conditions pro-   
					vided by law and in accordance with the following conditions:   
					1 
					Warranty Coverage   
					a) The warranty covers the equipment delivered and all its parts. Parts will, at our sole discretion, be   
					replaced or repaired free of charge if, despite proven proper handling and adherence to the operat-   
					ing instructions, these parts became defective due to fabrication and/or material defects. Also we   
					reserve the right to replace the defective product by a successor product or repay the original pur-   
					chase price to the buyer in exchange to the defective product. Operating manuals and possibly sup-   
					plied software are excluded from the warranty.   
					b) Material and service charges shall be covered by us, but not shipping and handling costs involved   
					in transport from the buyer to the service station and/or to us.   
					c) Replaced parts become property of ELSA.   
					d) ELSA are authorized to carry out technical changes (e.g. firmware updates) beyond repair and re-   
					placement of defective parts in order to bring the equipment up to the current technical state. This   
					does not result in any additional charge for the customer. A legal claim to this service does not ex-   
					ist.   
					2 
					Warranty Period   
					The warranty period for ELSA products is six years. Excepted from this warranty period are ELSA color   
					monitors and ELSA videoconferencing systems with a warranty period of 36 months. This period begins   
					at the day of delivery from the ELSA dealer. Warranty services do not result in an extension of the war-   
					ranty period nor do they initiate a new warranty period. The warranty period for installed replacement   
					parts ends with the warranty period of the device as a whole.   
					3 
					Warranty Procedure   
					a) If defects appear during the warranty period, the warranty claims must be made immediately, at   
					the latest within a period of 7 days.   
					b) In the case of any externally visible damage arising from transport (e.g. damage to the housing), the   
					transport company representative and ELSA should be informed immediately. On discovery of dam-   
					age which is not externally visible, the transport company and ELSA are to be immediately informed   
					in writing, at the latest within 7 days of delivery.   
					c) Transport to and from the location where the warranty claim is accepted and/or the repaired device   
					is exchanged, is at the purchaser's own risk and cost.   
					d) Warranty claims are only valid if the original purchase receipt is returned with the device.   
					4 
					Suspension of the Warranty   
					All warranty claims will be deemed invalid   
					a) if the device is damaged or destroyed as a result of acts of nature or by environmental influences   
					(moisture, electric shock, dust, etc.),   
					b) if the device was stored or operated under conditions not in compliance with the technical specifi-   
					cations,   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
				Appendix   
					29   
					c) if the damage occurred due to incorrect handling, especially to non-observance of the system de-   
					scription and the operating instructions,   
					d) if the device was opened, repaired or modified by persons not authorized by ELSA,   
					e) if the device shows any kind of mechanical damage,   
					f)   
					if in the case of an ELSA Monitor, damage to the cathode ray tube (CRT) has been caused especially   
					by mechanical load (e.g. from shock to the pitch mask assembly or damage to the glass tube), by   
					strong magnetic fields near the CRT (colored dots on the screen), or through the permanent display   
					of an unchanging image (phosphor burnt),   
					g) if, and in as far as, the luminance of the TFT panel backlighting gradually decreases with time, or   
					h) if the warranty claim has not been reported in accordance with 3a) or 3b).   
					5 
					Operating Mistakes   
					If it becomes apparent that the reported malfunction of the device has been caused by unsuitable soft-   
					ware, hardware, installation or operation, ELSA reserves the right to charge the purchaser for the result-   
					ing testing costs.   
					6 
					Additional Regulations   
					a) The above conditions define the complete scope of ELSA’s legal liability.   
					b) The warranty gives no entitlement to additional claims, such as any refund in full or in part. Com-   
					pensation claims, regardless of the legal basis, are excluded. This does not apply if e.g. injury to   
					persons or damage to private property are specifically covered by the product liability law, or in cas-   
					es of intentional act or culpable negligence.   
					c) Claims for compensation of lost profits, indirect or consequential detriments, are excluded.   
					d) ELSA is not liable for lost data or retrieval of lost data in cases of slight and ordinary negligence.   
					e) In the case that the intentional or culpable negligence of ELSA employees has caused a loss of data,   
					ELSA will be liable for those costs typical to the recovery of data where periodic security data back-   
					ups have been made.   
					f)   
					The warranty is valid only for the first purchaser and is not transferable.   
					g) The court of jurisdiction is located in Aachen, Germany in the case that the purchaser is a merchant.   
					If the purchaser does not have a court of jurisdiction in the Federal Republic of Germany or if he   
					moves his domicile out of Germany after conclusion of the contract, ELSA’s court of jurisdiction ap-   
					plies. This is also applicable if the purchaser's domicile is not known at the time of institution of   
					proceedings.   
					h) The law of the Federal Republic of Germany is applicable. The UN commercial law does not apply   
					to dealings between ELSA and the purchaser.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
				Appendix   
					30   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
				Glossary 31   
					Glossary   
					  3D – Three-dimensional    Bus system – A system of parallel data lines  for the transfer of information between indi-   
					vidual system components, especially to   
					expansion boards (e.g. PCI bus).   
					  3D clipping – Process in geometric trans-  formation in which invisible surfaces or parts of   
					a 3D object are removed.   
					  Clipping – parts of polygons invisible to the  representation are determined in clipping.   
					These parts are then not displayed.   
					  3D pipeline – Sum of all steps required for the  representation of virtual 3D scene on the moni-   
					tor. These include ➞tesselation, ➞geometri-   
					cal transformation and ➞rendering.   
					  D/A converter – Digital/Analog converter: A  signal converter which converts a digital input   
					signal to an analog output signal.   
					  AGP – stands for Accelerated Graphics Port  and is a further development by INTEL based on   
					the PCI bus. The AGP bus provides a greater  
					  DDC – stands for Display Data Channel. A  bandwidth for data transmission and communi-   
					cates directly with main memory. The bus is   
					primarily intended for 3D graphics boards.   
					special data channel through which a DDC-   
					capable monitor can send its technical data to   
					the graphics board.   
					  Aliasing – the familiar "staircase effect".   Depth Complexity – refers to the number of  Jagged transitions are often formed between   
					adjacent pixels in the representation of diago-   
					nals or curves. These "jaggies" can be   
					smoothed out by anti-aliasing.   
					objects that are in front of each other within a   
					scene. For example, a wall behind a group of   
					people, with yet another person in front of   
					them, results in a depth complexity of 3. This is   
					a typical value for 3D environments.   
					  Alpha blending – Additional information for  each pixel for creating transparent materials.   
					  DirectColor – Generic term for TrueColor,  RealColor and HighColor. The value that is   
					stored in the video RAM is not translated but   
					transferred directly to the D/A converter. This   
					means that the full color information must be   
					saved for each pixel.   
					  Back buffer – is the name for the image  region built up in the background in the frame   
					buffer during ➞double buffering.   
					  Back face culling – Method used to calcu-  late the hidden faces of a 3D object.   
					  Double buffering – means that there are  two display buffers. This means that the next   
					image can be drawn in the page of the display   
					buffer, which is initially invisible. This image   
					will be displayed once it is ready and the next   
					image will be prepared in the other page of the   
					buffer. Animations and games can be made to   
					look more realistic with this technique than   
					with simple single buffer.   
					  BIOS – Abbreviation of Basic Input/Output  System. A program code in the read-only mem-   
					ory (ROM) of a computer which performs the   
					self-test and several other functions during sys-   
					tem startup.   
					  Bump mapping – Process by which textures  are assigned depth information which allows   
					the display of relief or raised structures.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
				32 Glossary   
					  DPMS – Abbreviation of VESA Display Power   Fps – Or frame rate, refers to how many times  Management Signaling. This standard allows   
					an energy-saving operation of monitors in sev-   
					eral steps. The graphics boards described in   
					this manual support VESA DPMS.   
					per second the scene is updated by the render-   
					ing engine. Frame rates beyond 30 fps achieve   
					smoother, more realistic animation.   
					  Frame buffer – Part of the graphics memory in  which the image next to be displayed on the   
					screen is generated. In addition, transparency   
					effects are calculated in the frame buffer.   
					  DRAM – Abbreviation of Dynamic Random  Access Memory. Volatile memory for read and   
					write operations.   
					  EDO-RAM – Abbreviation for Extended Data   Front buffer – is the name for the visible  Output Random Access Memory (Hyper Page   
					Mode). EDO-RAM is very common on graphics   
					boards, as the most recently used data persist   
					in memory. A number of read accesses to sim-   
					ilar data occur during the generation of an   
					image page in ➞double buffering.   
					  Geometrical transformation – The position  of the object in space is determined from the   
					observer's point of view.   
					image, so that use of EDO-RAM gives a signifi-  
					  Gouraud shading – ➞ 'Shading'.  cant speed advantage.   
					  Graphics accelerator – refers to a graphics    FCC – FCC compliance means that a device  has been tested and found to comply with the   
					limits for a Class B digital device pursuant to   
					Part 15 of the FCC Rules, designed to provide   
					reasonable protection against harmful inter-   
					ference in a residential installation.   
					accelerator board, i.e a board particularly   
					suited for graphics intensive user environ-   
					ments.   
					  HighColor – designates a 15-bpp or 16-bpp  (bits per pixel) graphics mode, i.e. 32,768 or   
					65,536 colors.   
					  FIFO method – (first in, first out) a system  used in batch processing and queues in which   
					the first signal to arrive is processed first.   
					  Horizontal frequency – The horizontal fre-  quency (scan frequency) of a monitor in kHz.   
					This value must be set in accordance with the   
					operating limits of the monitor, otherwise the   
					monitor might be damaged in extreme cases.   
					  Fill Rate – Is the rate at which pixels are  drawn into the screen memory, and expresses   
					the overall performance of the processor. Cur-   
					rent values are around 50-70 Mpixels/s. With   
					increasing demands of resolution, ➞depth   
					complexity and fps, the fill rates will have to   
					increase dramatically.   
					  Horizontal scan frequency – The horizontal  scan frequency of a monitor in kHz. This value   
					must be set in accordance with the operating   
					limits of the monitor, otherwise the monitor   
					might be damaged in extreme cases.   
					  Fixed-frequency monitor – A monitor that  can only be operated at a specific resolution   
					and refresh rate.   
					  Interpolation – A video image must be  stretched or shrunk in order to fit into the dis-   
					play window. If pixels are simply multiplied (for   
					example, a block of four equally colored pixels   
					represents the original pixel), aliasing effects   
					("blocks" and "stairs") will occur. This can be   
					avoided by interpolation procedures (using   
					  Flat shading – ➞'Shading'.    Flipping – The image generated in the ➞back  buffer is displayed.   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
				Glossary 33   
					average colors for inserted pixels). Horizontal  
					  RAMDAC – The RAMDAC converts the digital  interpolation is relatively easy to perform, since   
					the pixels are drawn to the screen in lines.   
					Vertical interpolation is more difficult and   
					requires a complete pixel line to be buffered.   
					signals to analog signals on a graphics board.   
					VGA monitors are only capable of processing   
					analog signals.   
					  RealColor – RealColor normally designates a  15-bpp or 16-bpp (bits per pixel) graphics mode,   
					i.e. 32,768 or 65,536 colors).   
					  MIP mapping – In MIP mapping a number of  textures are assigned to an object depending   
					on distance. The representation of the object   
					becomes more detailed as the observer   
					approaches the object.   
					  Refresh rate – or image refresh frequency (in  Hz) indicates how many times per second an   
					image on the monitor is refreshed.   
					  Multifrequency/Multisync monitor – A  monitor that can be operated at various hori-   
					zontal scan frequencies, or that automatically   
					adapts itself to different video signals (resolu-   
					tions).   
					  Rendering – Process for calculating the repre-  sentation of a 3D scene, in which the position   
					and color of each point in space is determined.   
					The depth information is held in the ➞Z buffer,   
					the color and size information is held in the   
					➞frame buffer.   
					  OpenGL – 3D software interface (3D API).  E.g. implemented in Windows NT and avail-   
					able for Windows 95. Based on Iris GL from Sil-   
					icon Graphics and licensed from Microsoft.   
					  Resolution – The number of pixels in horizon-  tal and vertical direction on the screen, for   
					example 640 horizontal by 480 vertical pixels   
					(640 x 480).   
					  Page Flipping – The image generated in the  ➞back buffer is displayed   
					  RGB – Color information is saved in the Red/    PCI bus – Abbreviation of Peripheral Compo-  nent Interconnect Bus. An advanced bus sys-   
					tem, i.e. a system of parallel data lines to   
					transfer information between individual system   
					components, especially to expansion boards.   
					Green/Blue color format.   
					  ROM – Abbreviation of Read Only Memory.  Semiconductor memory that can only be read   
					and not written to.   
					  Shading – Shading or rendering is a way to  define the colors on curved surfaces in order to   
					give an object a natural appearance. To   
					achieve this, the surfaces are subdivided into   
					many small triangles. The three most impor-   
					tant 3D shading methods differ in the algorithm   
					used to apply colors to these triangles:   
					Flat shading: the triangles are uniformly col-   
					ored.   
					  Phong shading – ➞ 'Shading'.    Pixel – Picture element. Dot in the image.    Pixel frequency – Pixel clock frequency  (number of pixels drawn per second in MHz).   
					  Primitive – Simple, polygonal geometrical  object, such as a triangle. 3D landscapes are   
					generally broken down into triangles.   
					Gouraud shading: The color shades on a trian-   
					gle are calculated by interpolating the vertex   
					colors, resulting in a smooth appearance of the   
					surface.   
					  RAM – Abbreviation of Random Access Mem-  ory. Chip memory of a computer or expansion   
					board that can be read from and written to   
					(unlike ROM = Read Only Memory).   
					Phong shading: the color shades on a triangle   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
					 
				34 Glossary   
					are calculated by interpolating the normal vec-   
					tor.   
					example wallpaper on a wall or a wood texture   
					on furniture. Even a video can be used as a tex-   
					ture map.   
					  Single buffer – By contrast with double buff-  ering, where the image buffer is duplicated, the  
					  TrueColor – Graphics mode with 16.7 million  single buffering mode is not able to access the   
					next image, which has already been calculated.   
					This means that animations will run jerkily.   
					colors (24 or 32 bits per pixel). In this mode, the   
					color information saved in the display memory   
					is not translated by a look-up table, but passed   
					directly to the D/A converter. This means that   
					the full color information must be saved for   
					each pixel.   
					  Tearing – A distinction is made in double  buffering between the front buffer and the back   
					buffer. The image change between the front   
					buffer and the back buffer is synchronized in  
					  VESA – Abbreviation of Video Electronics  tearing.   
					Standards Association. A consortium for the   
					standardization of computer graphics.   
					  Tesselation – The objects for 3D calculations  are divided up into polygons (triangles) in tes-  
					  VRAM – Abbreviation for video RAM. Mem-  selation. The vertices, color and, if required,   
					transparency values, are determined for the tri-   
					angles.   
					ory chip for fast graphics boards.   
					  Z buffer – 3D depth information (position in  the third dimension) for each pixel.   
					  Textures – Wrapping a bitmap around an  object, including perspective correction, for   
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
					 
					 
					 
				Index 35   
					Index   
					 ! 
					
					
					
					
					
					
					
					3D Settings ................................................ 12   
					 A 
					
					
					
					Anti-aliasing .............................................. 15   
					G 
					
					
					
					
					 H 
					   B 
					
					
					
					
					
					
					 I 
					Immediate mode ........................................ 17   
					
					Interpolation .............................................. 32   
					
					C 
					 L 
					
					
					
					
					
					
					M 
					
					Memory addresses .................................... 21   
					
					
					
					D 
					
					
					
					Direct3D ..................................................... 12   
					
					O 
					
					
					
					Double buffer ............................................. 31   
					 P 
					Page flipping .............................................. 33   
					
					Performance .............................................. 12   
					
					
					Point sampling ........................................... 14   
					
					
					
					
					
					  E 
					
					F 
					
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
					 
				36 Index   
					 R 
					 T 
					
					
					
					
					
					
					
					
					
					
					
					Texture mapping ........................................ 14   
					Transformation .......................................... 14   
					
					  V 
					
					
					
					
					 S 
					Scan frequency .......................................... 32   
					
					Shutter glasses .......................................... 33   
					Single buffer .............................................. 33   
					Stencil buffer ............................................. 16   
					
					W 
					
					
					
					
					Z 
					
					ELSA ERAZOR II and ELSA VICTORY Erazor LT   
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