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texdef(3G)							    texdef(3G)

NAME
     texdef2d - convert a 2-dimensional image into a texture
     texdef3d - convert a 3-dimensional image into a texture

FORTRAN SPECIFICATION
     subroutine texdf2(index, nc, width, height, depth, image, np, props)
     integer*4 index, nc, width, height
     integer*4 image(*)
     integer*4 np
     real props(np)

     subroutine texdf3(index, nc, width, height, depth, image, np, props)
     integer*4 index, nc, width, height, depth
     integer*4 image(*)
     integer*4 np
     real props(np)

PARAMETERS
     index    expects the name of the texture function being defined.  Index 0
	      is reserved as a null definition, and cannot be redefined.

     nc	      expects the number of components per image pixel.	 1, 2, 3, and
	      4 component textures and 8-bit and 16-bit components are
	      supported.

     width    expects the width of image in pixels.

     height   expects the height of image in pixels.

     depth    expects the depth of image in pixels.  (texdf3 only).

     image    expects a long-word-aligned array containing the pixel data.
	      This texture image is loaded from left to right, bottom to top,
	      and back to front. The pixels are packed, but each row must
	      begin on a long word boundary. The end of each row must be
	      byte-padded if necessary.	 The Graphics Library Programmer's
	      Guide shows how to load a texture array.

     np	      expects the number of symbols and floating point values in
	      props, including the termination symbol TXNULL.  If np is zero,
	      it is ignored.  Operation over network connections is more
	      efficient when np is correctly specified.

     props    expects the array of floating point symbols and values that
	      control definition of the texture function.  props must contain
	      a sequence of symbols, each followed by the appropriate number
	      of floating point values.	 The last symbol must be TXNULL.

DESCRIPTION
     Texture coordinates, s,t,r,q may be specified at geometry vertices,
     similarly to color, depth, and vertex normals.  The texture coordinates
     are interpolated from the values specified at the vertices for each

									Page 1

texdef(3G)							    texdef(3G)

     screen pixel touched by the geometry.  A texture function maps the
     texture coordinates s,t, or s,t,r, corresponding to a screen pixel into
     nc values, called texture function outputs, using an image and a set of
     properties. The texture function outputs may be translated into an equal
     or greater number of texture function outputs with a texture look-up
     table.  The texture function outputs are used by the texture environment
     function to modify the screen pixel color.

     texdef and texd3d define such a texture function and associate it with
     index.  texbind selects which texture function definition to use.	The
     texture environment function is defined by tevdef and selected by
     tevbind. The texture lookup table is defined by tlutdef and selected by
     tlutbind. The texture coordinates are specified with the t family of
     commands.

     Multiple image pixels may correspond to one screen pixel, and vice versa.
     Sophisticated sample-filtering may be needed to generate texture function
     outputs free of distracting visual artifacts. The filters may be
     specified with the props array.

     Regardless of the size of the image, it is mapped into s,t,r-coordinates
     such that its lower-left-back corner is (0,0,0), and its upper-right-
     front corner is (1,1,1).  The way that s,t,r map onto the image when they
     are out of the range 0.0 through 1.0 is specified in the props array.

     A useful texture function can be defined by simply passing an image and a
     null props array to texdf2 and texdf3.  The options specified in the
     props array, however, give control over both texture mapping quality and
     performance.  The following symbols are accepted in props:

	  TXFSDF specifies that the GL should not copy the passed texture
	  array to another buffer before loading the texture to texture
	  memory. This token is a synonym for the experimental tokens
	  TX_NOCOPY and TX_SUBTEXLOAD, and when used with fbsubtexload,
	  replaces the experimental TX_FRAMEBUFFER_SRC token. The TX_NOCOPY,
	  TX_SUBTEXLOAD and TX_FRAMEBUFFER_SRC tokens are obsolete.

	  The advantages of using this token are that 1) texture definition
	  time is greatly reduced, sometimes by a factor of 10,000, and it
	  allows the use of subtexload and fbsubtexload to load new texture
	  data while the texture is bound. This allows dynamic textures. 2)
	  CPU memory use is also reduced since the user's array is used to
	  load texture memory directly, the GL does not need to copy the array
	  to a separate buffer for texture memory loading purposes.  3) The
	  TX_EXTERNAL_FORMAT, TX_PIXMODE token pair can be used to allow
	  automatic data conversions and scale and bias on the input texture
	  array when it is loaded to texture memory.

	  The disadvantages are that 1) the cost of a texbind in the case that
	  texture that was not resident in texture memory and thus had to be
	  loaded is slightly greater, 2) No minification or magnification
	  filter which requires the generation of a MIPmap may be used. 3) The

									Page 2

texdef(3G)							    texdef(3G)

	  token can only be used with textures that are size 2^M x 2^N where
	  M,N are integers.  4) The token is ignored by texdef3d.

	  The passed array should not be overwritten or freed while the
	  texture is active because the array may be needed to reload texture
	  memory if the texture memory is invalidated by the need to load
	  other textures.

	  The user may also pass a null array, and later fill all or part of
	  the texture memory allocated for the texture with the subtexload or
	  fbsubtexload commands.

	  TXMINF specifies the sample-filtering function used to generate the
	  texture function output when multiple image pixels correspond to one
	  pixel on the screen.	This token is followed by a single symbol that
	  specifies which minification filter to use. For many Graphics
	  Library implementations, texturing performance is constrained by the
	  number of samples used by the filter per texture function output.
	  The classical 2D MIPmap filter needs to access eight image pixels
	  for each screen pixel.  Performance and quality may be traded by
	  limiting the number of samples used, and the computations necessary
	  to find the samples.

	    TXPOIN selects the value of the image pixel nearest to the s,t,r
	    mapping onto the texture. (2d or 3d)
	    TXBILI selects the weighted average of the values of the four
	    image pixels nearest to the s,t mapping onto the texture. (2d
	    only)
	    TXBLLE (or TXBLGE) selects the four image pixels nearest to the
	    s,t mapping onto the texture.  The value of the r texture
	    coordinate is compared with each image pixel.  If r is less than
	    (or greater than) the image pixel, the result is maximum image
	    pixel value.  Otherwise it is 0.  The four comparison results are
	    bilinear blended.  This feature is useful for real-time shadow
	    computations.  (2d only)
	    TXTRIL selects the weighted average of the values of the eight
	    image pixels nearest to the s,t,r mapping onto the texture. (3d
	    only)
	    TXBICU uses a smooth weighting of a 4x4 region of image pixels
	    nearest to the s,t mapping onto the texture. (2d only)
	    TXMMP chooses a prefiltered version of the image, based on the
	    number of image pixels that correspond to one screen pixel, then
	    selects the value of the pixel that is nearest to the s,t,r
	    mapping onto that image. (2d or 3d)
	    TXMML chooses the two prefiltered versions of the image that have
	    the nearest image pixel to screen pixel size correspondence, then
	    selects the weighted average of the values of the pixel in each of
	    these images that is nearest the s,t,r mapping onto that image.
	    (2d or 3d)
	    TXMMBL chooses a prefiltered version of the image, based on the
	    number of image pixels that correspond to one screen pixel, then

									Page 3

texdef(3G)							    texdef(3G)

	    selects the weighted average of the values of the four pixels
	    nearest to the s,t mapping onto that image. (2d only)
	    TXMMTL chooses the two prefiltered versions of the image that have
	    the nearest image pixel to screen pixel size correspondence, then
	    selects the weighted average of the values of the four pixels in
	    each of these images that is nearest the s,t mapping onto that
	    image. The weighted averages from the two levels are then
	    themselves interpolated. (2d only)
	    TXMMQL chooses the two prefiltered versions of the image that have
	    the nearest image pixel to screen pixel size correspondence, then
	    selects the weighted average of the values of the eight pixels in
	    each of these images that is nearest the s,t,r mapping onto that
	    image. The weighted averages from the two levels are then
	    themselves interpolated. (3d only)

	  The default minification filter is TXMML or a filter of equal
	  performance, but better quality.  Prefiltered versions of the image,
	  when required by the minification filter, are computed automatically
	  by the Graphics Library. The TXMIPM token, described below,
	  specifies the 8x8 (2D) or 8x8x8 (3D) filter kernel used by the
	  Graphics Library to generate MIPmap levels.

	  TXMAGF or TXMAFA or TXMAFC specifies the filter function used to
	  generate the texture function output when multiple screen pixels
	  correspond to one image pixel.  It is followed by a single symbol
	  that specifies which magnification filter to use.  The sample-
	  filtering function can be specified seperately for alpha and non-
	  alpha texture function outputs with TXMAFA and TXMAFC.  One possible
	  use of this seperation of alpha and color magnification filters is
	  for the case where non-zero alpha defines a geometry-approximating
	  template such as a tree outline. The following token sequence
	  TX_MAFA, TXSHAR, TXMAFC, TXBILI, can be used to keep the outline of
	  the tree sharp without any color-shift side effects of the
	  sharpening magnification filter.  The magnification filter symbols
	  are:

	    TXPOIN selects the value of the image pixel nearest to the s,t,r
	    mapping onto the texture. (2d or 3d)
	    TXBILI selects the weighted average of the values of the four
	    image pixels nearest to the s,t mapping onto the texture. (2d
	    only)
	    TXBLLE (or TXBLGE) must be used in conjunction with the same
	    TXMINF.  (see TXMINF above)
	    TXTRIL selects the weighted average of the values of the eight
	    image pixels nearest to the s,t,r mapping onto the texture. (3d
	    only)
	    TXBICU computes a smooth weighted average of a 4x4 region of image
	    pixels nearest to the s,t mapping onto the texture. (2d only)
	    TXSHAR attempts to magnify the image without blurring. It may only
	    be used with mipmapped textures.  It computes the weighted average
	    of the values of the four pixels that are nearest the s,t mapping

									Page 4

texdef(3G)							    texdef(3G)

	    onto that image for each of the top two levels of a MIPmap. The
	    two values are then extrapolated rather than interpolated to get a
	    final texel value.	A formulaic description is

	    final_texture_function =
	    (1 + sharpen_scale(LOD)) * bilinearly_interpolated_image_level_0  -
	    (	 sharpen_scale(LOD)) * bilinearly_interpolated_image_level_1

	    where LOD, or Level Of Detail, is a logarithmic function of the
	    ratio of screen pixel scale to image pixel scale.  LOD is 0 when
	    screen pixel scale equals image pixel scale, positive when screen
	    pixels are larger, and negative when screen pixels are smaller.
	    For magnification filters, LOD is negative.	 The sharpen_scale
	    function is a positive valued function that may be specified with
	    the TXCPNT token, described below.	Because color components may
	    be pushed out of range, color shift may be evident at large
	    magnifications.
	    TXADDD may also be used to magnify the image while maintaining
	    fine detail. However, instead of using a filtered down version of
	    the image and the image, as with TX_SHARPEN, an explicitly
	    specified TX_DETAIL image is used. The TX_DETAIL image is added to
	    the image, scaled as a function of LOD at a rate that can be
	    specified by the user. A formulaic description of the operation is

	    final_texture_function =
	    bilinearly_interpolated_image  +
	    (bilin_interpolated_detail_image - max_pixel_val*0.5) *
	     detail_scale(LOD)

	    The detail_scale(LOD) function is a positive valued function of
	    LOD.  The TX_CONTROL_POINT token, described below, can be used to
	    control the detail_scale(LOD) function.
	    TXMODU is similar to TX_ADD_DETAIL, but modulates the image with
	    an explicitly specified detail image, rather than adding the
	    detail image.  A formulaic description of the operation is

	    final_texture_function =
	    bilinearly_interpolated_image  +
	    (bilin_interpolated_detail_image - max_pixel_val*0.5) *
	     bilin_interpolated_image * detail_scale(LOD)

	    The TX_CONTROL_POINT token, described below, can be used to
	    control the additive detail magnification function.

									Page 5

texdef(3G)							    texdef(3G)

	  The default magnification filter is TXBILI for texdef2d and TXTRIL
	  for texdef3d.

	  TXWRAP specifies how texture coordinates outside the range 0.0
	  through 1.0 are handled.

	    TXREPE uses the fractional parts of the texture coordinates.
	    TXCLAM clamps the texture coordinates to the range 0.0 through
	    1.0.
	    TXSELE does not render pixels which fall outside the 0.0 to 1.0
	    texture coordinate range.

	  The default texture coordinate handling is TX_REPE.

	  TXWRPS is like TXWRAP, but it specifies behavior only for the s
	  texture coordinate.

	  TXWRPT is like TXWRAP, but it specifies behavior only for the t
	  texture coordinate.

	  TXWRPR is like TXWRAP, but it specifies behavior only for the r
	  texture coordinate.

	  TXINTE is a hint used to trade image quality for speed. It affects
	  the precision used internally in  texture function computations in
	  the Graphics Library. Because the performance of texture function
	  implementations is typically constrained by image pixel accesses per
	  screen pixel, the user can specify a smaller internal image pixel
	  size and often realize performance gain. Most Graphics Library
	  implementations will default to the smallest image pixel size that
	  still yields a performance increase.	When the external format is
	  larger than the internal format, the most significant bits of the
	  external format pixel are used. When the external format is smaller
	  than the internal format, the most significant bits of the external
	  format pixel are replicated in the lower order bits of the internal
	  format. Thus, three 8-bit external format components with the
	  hexadecimal values AB,FF,00 become the three 12-bit internal format
	  components with the hexadecimal values ABA,FFF,000. It is an error
	  to specify an internal format with a different number of components
	  than in the external format. For example, an ABGR external texel
	  should not be mapped to a TX_RGB_5 interal texel. There are two
	  exceptions.  One component textures may be used with TX_I_12A_4 and
	  TX_IA_8 internal formats. For completeness, TX_I_12 and TX_I_8 are
	  defined as synonyms. Three component textures may be used with
	  TX_RGBA_8 internal formats. For completeness, TX_RGB_8 is defined as
	  a synonym for TX_RGBA_8.

	    TX12A4 specifies that a one or two component texture should be
	    computed with at least 12 bits for intensity and 4 bits for alpha.
	    Image pixel size: 16 bits.

									Page 6

texdef(3G)							    texdef(3G)

	    TXIA8 specifies that a two component texture should be computed
	    with at least 8 bits for intensity and 8 bits for alpha. Image
	    pixel size: 16 bits.
	    TXRGB5 specifies that a 3 component texture should be computed
	    with at least 5 bits for red and blue and at least 6 bits for
	    green. Image pixel size: 16 bits.
	    TXRGBA specifies that a 4 component texture should be computed
	    with at least 4 bits per component. Image pixel size: 16 bits.
	    TXIA12 specifies that a 2 component texture should be computed
	    with at least 12 bits per component. Image pixel size: 24 bits;
	    may be rounded up to 32 bits.
	    RGBA8 specifies that a 3 or 4 component texture should be computed
	    with at least 8 bits per component. Image pixel size: 32 bits.
	    RGBA12 specifies that a 4 component texture should be computed
	    with at least 12 bits per component. Image pixel size: 64 bits.
	    TXRGB1 specifies that a 3 component texture should be computed
	    with at least 12 bits per component. Image pixel size: 64 bits.
	    TXI16 specifies that a 1 component texture is used as a shadow map
	    for real-time shadow computations. Image pixel size: 16 bits.

	  TXEXTE tells the Graphic Library what size components are being used
	  in image.

	    TXPK08 specifies that image is composed of 8-bit components. This
	    is the default.
	    TXPK16 specifies that image is composed of 16-bit components.
	    TXPXMD specifies that the input pixel format and type
	    specifications and scale and bias values specified with pixmode
	    should be applied to the texture when it is loaded. This can only
	    be used with textures defined with the TX_FAST_DEFINE token.

	  TXMIPM specifies an 8x8x8 kernel to use as a separable symmetric
	  filter to generate MIPmap levels. Since it is separable and
	  symmetric, only one dimension needs to be specified. The eight
	  floating point values that follow the token specify the token. The
	  default used for some implementations which do not correct for
	  perspective distortion is
	  0.0, 0.0, 0.125, 0.375, 0.375, 0.125, 0.0, 0.0.
	  The default used for implementations which correct for perspective
	  distortion is
	  0.0, -0.03125, 0.05, 0.48125, 0.48125, 0.05, -0.03125, 0.0.
	  This filter blurs less.

	  TXCPNT is followed by a pair of floating point values, LOD and
	  scale.
	  TXCCLP is followed by one value.  The pairs of lod and scale values
	  specify the rate at which the TX_SHARPEN or TX_ADD_DETAIL or
	  TX_MODULATE_DETAIL magnification filter is applied, as a function of
	  LOD.	If no control points are specified, the default control points
	  are (0.,0.), (3.,3.), (4.,4.), (6.5, 6.5). If any control points are
	  specified, the default control points are not used. Only the first 4

									Page 7

texdef(3G)							    texdef(3G)

	  control points will have any effect.	The TX_CONTROL_CLAMP token
	  clamps the scale at a maximum value. Its default is 6.5.

	  TXDETA is followed by five values, J, K, M, N, and scramble. To be
	  used as a detail texture, that is, bound to the TX_TEXTURE_DETAIL
	  target rather than the familiar TX_TEXTURE_0 target, and used with a
	  texture that has TX_ADD_DETAIL or TX_MODULATE_DETAIL as a
	  magnification filter, this token must appear.	 A detail texture is
	  interpreted as a J x K collection of detail subimages which modulate
	  or add to a M x N block of texture pixels. When a texture is used as
	  a detail texture, the properties MINFILTER, MAGFILTER,
	  MAGFILTER_COLOR, MAGFILTER_ALPHA, TX_WRAP, TX_WRAP_S, TX_WRAP_T,
	  TX_WRAP_R, TX_MIPMAP_FILTER_KERNEL, TX_CONTROL_POINT,
	  TX_CONTROL_CLAMP, and TX_TILE have no effect.

	  TXTILE specifies a subregion of an image to be turned into a
	  texture.  It is followed by four floating point coordinates that
	  specify the x and y coordinates of the lower-left corner of the
	  subregion, then the x and y coordinates of the upper-right corner of
	  the subregion.  The original texture image continues to be addressed
	  in the range 0,0 through 1,1.	 However, the subregion occupies only
	  a fraction of this space, and pixels that map outside the subregion
	  are not drawn.

	  If the image (or the specified subregion) is larger than can be
	  handled by the hardware, it is reduced to the maximum supported size
	  automatically (with no indication other than the resulting visual
	  quality).  Because subregions are specified independently, they
	  should all be the same size (otherwise some may be reduced and
	  others not).

	  TXTILE supports mapping of high-resolution images with multiple
	  rendering passes.  By splitting the texture into multiple pieces,
	  each piece can be rendered at the maximum supported texture
	  resolution.  For example, to render a scene with 2x texture
	  resolution, texdef is called four times.  Each call includes the
	  entire image, but specifies a different subregion of that image to
	  be converted into a texture.	To divide the image both horizontally
	  and vertically into quadrants the subregions should be (0,0 .5,.5),
	  (.5,0 1,.5), (0,.5 .5,1), and (.5,.5 1,1).  The scene is then drawn
	  four times, each time calling texbin with the texture id of one of
	  the four quadrants.  In each pass, only the pixels whose texture
	  coordinates map within that quadrant are drawn.  Pixels outside of
	  this quadrant are effectively clipped.

	  TXBCF is followed by two values, B and C, that specify the blurring
	  and ringing quality of the bicubic texture filter used for
	  TX_MINFILTER and/or TX_MAGFILTER.  The detailed usage of these
	  values is described in Don Mitchell's paper, ``Reconstruction
	  Filters in Computer Graphics'', on SIGGRAPH'88.  The same B and C
	  will be applied to both s and t.  If B and C are not specified when
	  bicubic texture mapping is performed (TX_BICUBIC is used for

									Page 8

texdef(3G)							    texdef(3G)

	  TX_MINFILTER and/or TX_MAGFILTER), a default bicubic texture filter
	  will be used.

SEE ALSO
     afunct, scrsub, t, tevbin, tevdef, texbin, texgen, tltdef, tltbin

NOTES
     texdef is immediate mode only.  IRIS-4D G, GT, and GTX models, and the
     Personal Iris, do not support texture mapping.  texdef is ignored by
     these machines.  texd3d only accepts images of size 2^j x 2^k x 2^l where
     j,k,l are non-negative integers. Non-power of two images are not
     accepted.	This is different than texdef2d, but consistent with OpenGL.
     The Iris Indy, Indigo Entry, and XL support texture mapping except for
     lines.  Use getgde to determine whether texture mapping is supported.

     TXMMTL is not supported on the VGX model.

     It is acceptable to define a 4-component texture function on an IRIS-4D
     VGX, or VGXT, system that does not have alpha bitplanes.  However, this
     definition will be treated as a 3-component definition by tevdef.	Use
     getgde(GDBNSA) to determine whether alpha bitplanes are available.

     Points, lines, and characters, as well as polygons, are texture mapped.
     Filter selection and wrap modes are applicable to lines.  Points are
     filtered by the magnification filter, assuming a 1-to-1 correspondence
     between texture pixel and screen pixel size.  Characters use the same
     magnification filter, but are mapped assuming that both s and t are zero.

     IRIS screen pixels have integer coordinates at their centers.  Texture
     images, however, have integer coordinates (0 and 1) at their exact edges,
     not at the centers of pixels on their edges.

     On IRIS-4D VGXT models tiling large images will improve texture quality
     only when the individual tiles measure no more than 1/4 the original
     image size in either dimension.

     On IRIS-4D RealityEngine models the only MIPmap filter used is
     TX_MIPMAP_TRILINEAR for 2D and TX_MIPMAP_QUADLINEAR for 3d. All the other
     forms of MIPmap filters will default to these filters.

     The IRIS-4D G, GT, GTX, VGX, VGXT models, Personal Iris, Iris Indigo, and
     Indy do not support texdef3d, TXBICU, TXMAFC, TXMAFA, TXSHAR, TXADDD,
     TXMODU, TXINTE, TXEXTE, TXMIPM, TXCPNT, TXCCLP, TXDETA, TXBLLE, TXBLGE,
     or TXBCF.

BUGS
     On IRIS-4D RealityEngine models:

	  -  Discrepancies between the number of components in the external
	  format texel and the internal format texel are not detected.
	  Mismatched numbers of external and internal components will often
	  work anyway in the case of non- TX_FAST_DEFINE textures, but will

									Page 9

texdef(3G)							    texdef(3G)

	  usually cause undesired results if TX_FAST_DEFINE is used.

	  -  If a 1 component TX_FAST_DEFINE texture is used with a texture
	  look up table, (tlutdef,tlutbind), TX_INTERNAL_FORMAT, TX_IA_8
	  should be used rather than the default 1 component format TX_I_12A_4
	  to get the alpha lookup to perform correctly. The reason for this is
	  that the hardware considers the I_12A_4 format to be a two component
	  format and A is used to lookup A in the tlut, rather than using I to
	  lookup A. The top 4 bits of I can be copied to A in the GL to get
	  this to work correctly but this affects performance. Since the tlut
	  is only 8 bits in and not 12, we take the time to copy the I channel
	  to A for the IA_8 format when the user texture is one component, so
	  the tlut will function correctly.

	  -  using TXDETA, requires J,K to be 4 and the detail image to be
	  256x256, forcing the subimage size to be 64x64. Allowable values of
	  M,N are {4,4} (the default), {8,8}, {16,16}, {32,32}, or {64,64}.
	  Scramble has no effect.

	  -  If TXBICU is used for either TXMINF, or TXMAGF it will be used
	  for both TX_MINFILTER and TX_MAGFILTER.  This filter must always be
	  used with an internal format that has at least 12 bits per
	  component.

	  -  3D textures do not support TXTILE.

	  -  3D textures do not support TXSELE.

	  -  If TXMAFC and/or TXMAFA are used, one filter must be TX_MMTL and
	  the other must be TXSHAR, TXMODU or TXADDD.

	  -  The TX_POINT filter may not produce the exact value of the
	  texture pixel sampled due to arithmetic approximations.

	  -  The TXBILL, TXBILG minification and magnification filters and
	  TXI16 format texel are tied together in the implementation so that
	  they must be used together and in fact cannot be used with any other
	  minification and magnification filters and texel formats.
	  Similarly, the texture environment TVALPH (see tevdef) can be used
	  only with TXI16.  This combination of features is used for a real-
	  time shadows effect.

     On IRIS-4D VGX, and VGXT when using TXTILE, width and height of both the
     original image and the specified subregion must be a power of 2.

     On IRIS-4D VGX model when using TXTILE, texture coordinate t is always
     clamped to the range 0.0 through 1.0 regardless of the value of TXWRPT.

								       Page 10

texdef(3G)							    texdef(3G)

     On IRIS-4D VGX model when TXWRPS is set to TXCLAM, TXWRPT also be set to
     TXCLAM.  Otherwise operation is undefined.

     On IRIS-4D VGXT models when using TXTILE, and TXWRPT, TXWRPS, or TXWRAP
     are set to TXCLAM, the texture coordinates in the corresponding dimension
     must be within the closed range [0,1].

     On IRIS-4D RealityEngine models TXTILE and TXSELE do not work together.

     In the Graphics Library Programmer's Guide (1992) pg. 18-30 eq. 18-1
     should read:

	  M,N = 256/(2^(2+N))

     and the TX_DETAIL example that follows should read:

	  TX_DETAIL,4.,4.,16.,16.,0,

     On Infinite Reality and Impact TXTILE , TXSELE , TXDETA, and TXSHAR are
     not supported.  They do not support TXMAFCP or TXMAFAP They do not
     support TXFSDF with TXPXMD TXBILL, TXBILG and they do not support TXBICU

								       Page 11

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