[¸®ºä] (ÁÖ) ½º¸¶Æ®¾¾¿£¾¾ SMART
Geforce 2 MX
- ¼º´É
(2)
Quake3 Arena
ÄùÀÌÅ©3´Â OpenGLÀ»
ÀÌ¿ëÇÑ °ÔÀÓÀ¸·Î ½±°Ô º¥Ä¡¸¶Å© °á°ú¸¦ È®ÀÎÇÒ ¼ö ÀÖÀ¸¸ç ½ÇÁ¦ °ÔÀÓ
ÁøÇàÀ» ¹ÙÅÁÀ¸·Î Å×½ºÆ®¸¦ ÇϹǷΠ°á°ú¿¡ ´ëÇÑ ½Å·Ú°¡ ³ôÀº ÆíÀÌ¶ó °¢Á¾
º¥Ä¡¸¶Å©½Ã¿¡ ÀÚÁÖ»ç¿ëµÈ´Ù. °á°ú¿¡¼ º¼ ¼ö ÀÖµíÀÌ 16bit/32bit
¸ðµÎ ºñ±³ Á¦Ç°¿¡ ºñÇØ ¶Ù¾î³ ¼º´ÉÇâ»óÀ» º¸¿©ÁÖ¾úÀ¸¸ç ÀÌ´Â ÀÌÀü±îÁöÀÇ
Å×½ºÆ® °á°ú¿Í °°Àº ¸Æ¶ôÀÌ¶ó º¼ ¼ö ÀÖ´Ù.
Quake3 Team
Arena Demo
|
Fast |
Normal |
High Quality |
Color Depth |
Desktop Default* |
Desktop Default |
32 bit |
Full Screen |
On |
On |
On |
Lighting |
Lightmap (High) |
Lightmap (High) |
Lightmap (High) |
Geometric Detail |
Medium |
High |
High |
Text Detail |
Normal |
High |
High |
Text Quality |
Default |
Default |
- |
Text Filter |
Bilineary |
Trillinear |
Trillinear |
* DeskTop Default Color Depth : 16bit·Î ¼³Á¤ |
Quake 3 Team Arena Demo´Â
Quake3 ÀÇ È®ÀåÆÑ °³³äÀ¸·Î Á¦À۵ǾúÀ¸¸ç ¿ª½Ã OpenGL
API¸¦ ¹ÙÅÁÀ¸·Î ÇÏ°í ÀÖ´Ù. ±âÁ¸ÀÇ Quake3 º¸´Ù ´õ¿í´õ ¼¼¹ÐÇÏ°í Á¤±³ÇØÁø
ij¸¯ÅÍ¿Í ¹è°æµî, ÀÌÀü¿¡ ºñÇØ ÅؽºÃÄ Ã³¸®·®ÀÌ ¸¹±â ¶§¹®¿¡ Quake3º¸´Ù
°í»ç¾çÀ» ¿ä±¸ÇÑ´Ù. °á°ú¸¦
º¸¸é Quake 3¿¡ ºñÇØ °á°ú°ªÀÇ Â÷ÀÌ°¡ ÁÙ¾îµé¾úÁö¸¸ ´ëüÀûÀ¸·Î ´Ù¸¥
Á¦Ç°µé¿¡ ºñÇØ ¾Õ¼´Â °á°ú¸¦ º¸¿©ÁÖ¾ú´Ù. ÅؽºÃĶûÀÌ ¸¹ÀÌÁö´Â High
Quailty¿¡¼´Â ºñ±³ Á¦Ç°°ú µ¿µîÇϰųª ¾à°£
¾Õ¼´Â ¸ð½ÀÀ» º¸¿©ÁÖ¾ú´Ù.
Expendable
Demo
Direct3D¸¦
±â¹ÝÀ¸·ÎÇϸç Environment-Mapped Bump MappingÀ»
Áö¿øÇÏ´Â 'rage'»çÀÇ Expendable¶ó´Â
°ÔÀÓÀ» ÀÌ¿ëÇÑ º¥Ä¡¸¶Å© °á°úÀÌ´Ù. 16bit/32bit ¸ðµÎ ´Ù¸¥
Á¦Ç°µé¿¡ ºñÇØ µ¿µîÇϰųª ¾à°£¾¿ ¾Õ¼´Â °á°ú¸¦ º¸¿©ÁÖ¾ú´Ù.
DMZG
DMZG´Â WXP»ç¿¡¼ Á¦°øÇÏ´Â °ÔÀÓ·Î½á ¿øÁ¦¸ñÀº 'EDagoth Moor Zoological Gardens'ÀÌ´Ù. ÀÌ
°ÔÀÓÀº Geforce°è¿¿¡ ÃÖÀûÈ µÇ¾úÀ¸¸ç Çϵå¿þ¾î T&L(Transform & Lighting)¸¦
¿Ïº®È÷ Áö¿øÇØÁִ ù ¹ø°°ÔÀÓÀ¸·Î, °ÔÀÓÀÚüº¸´Ù´Â º¥Ä¡¸¶Å·¿¡ ´õ
¸¹ÀÌ ¾²ÀδÙ.
16bitÀÇ
°æ¿ì ºñ±³ Á¦Ç°¿¡ ºñÇØ ¸ðµç Çػ󵵿¡¼ ¾à°£½Ï ¾Õ¼´Â ¸ð½ÀÀ» º¸¿©ÁÖ°í
ÀÖÀ¸¸ç, 32bitÀÇ °æ¿ì ¿ÀÂ÷¹üÀ§³»ÀÇ µ¿µîÇÑ °á°ú¸¦ º¸¿©ÁÖ¾ú´Ù.
X-Isle
Demo
µ¶ÀÏÀÇ 'CRYTEX Studio'»ç¿¡¼
Á¦ÀÛÁßÀÎ 2°¡Áö °ÔÀÓÁß Çϳª·Î½á ÀÌ µ¥¸ð°ÔÀÓÀº OpenGL API·Î Á¦À۵ǾúÀ¸¸ç
Çϵå¿þ¾îÀûÀÎ T&L, ¹üÇÁ¸ÅÇÎ, Å¥ºê¸ÅÇεîÀ» Áö¿øÇØÁÖ°í ÀÖ´Ù. ÀÌ°ÔÀÓÀº
Å©°Ô ´ÙÀ½ÀÇ 4°¡Áö Å×½ºÆ®·Î ÁøÇàµÈ´Ù.
- Ordinary texturing with vertex lighting -
Bumpmapping with per pixel lighting - Realtime Environment cubemapping in refraction mode -
Realtime Environment cubemapping in reflection mode
Áö±Ý±îÁö Å×½ºÆ®ÇÑ
º¥Ä¡¸¶Å©
°á°ú¿Í µ¿ÀÏÇÑ °á°ú¸¦ º¸¿©ÁÖ°í ÀÖ´Ù. 16bit/32bit ¸ðµÎ ºñ±³ Á¦Ç°¿¡
ºñÇØ ÀüüÀûÀ¸·Î ¶Ù¾î³ °á°ú¸¦ º¸¿©ÁÖ¾ú´Ù.
|