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r300.
· re-2.
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
la r200 y la r300 sienta puntos de referencia para centros de torneado y rectificado con posibilidades de utilización ilimitadas en los 5 ejes.
the r200 and the r300set the standard for aturn-grind center which offers limitless possibilities in 5 axes.
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
* opengl 1.1 – objetos textura* opengl 1.2 – texturas 3d, bgra y formato packed pixel* opengl 1.3 – multitexturing, multisampling, compresión de texturas* opengl 1.4 – profundidad de texturas* opengl 1.5 – vertex buffer object (vbo), occlusion queries* opengl 2.0 – glsl 1.1, mrt, non power of two textures, point sprites, two-sided stencil* opengl 2.1 – glsl 1.2, pixel buffer object (pbo), srgb textures* opengl 3.0 – glsl 1.3, texture arrays, conditional rendering, frame buffer object (fbo)* opengl 3.1 – glsl 1.4, instancing, texture buffer object, uniform buffer object, primitive restart* opengl 3.2 – glsl 1.5, geometry shader, multi-sampled textures* opengl 3.3 – glsl 3.30 backports as much functionality possible from the opengl 4.0 specification* opengl 4.0 – glsl 4.00 tessellation on gpu, shaders with 64-bit precision* opengl 4.1 - glsl 4.10 developer-friendly debug outputs, compatibility with opengl es 2.0* opengl 4.2 - glsl 4.20 shaders with atomic counters, draw transform feedback instanced, shader packing, performance improvements== aceleración por codec de video ==* r100 - video immersion* r200 - video immersion ii* r300 - video immersion ii + video shader* r410 - video shader hd* r420 - video shader hd + dxva* r520 - avivo video* r600 - avivo hd video - uvd* r700 - uvd 2, uvd 2.2* evergreen - uvd 2.2* northern islands - uvd 3 (hd 67xx uvd 2.2)* southern islands - uvd 3== explicaciones de los campos de las tablas ==los campos en las tablas listadas debajo describen lo siguiente:* modelo – el nombre de marketing para el procesador asignado por amd/ati.
* opengl 1.1 - texture objects* opengl 1.2 - 3d textures, bgra and packed pixel formats* opengl 1.3 - multitexturing, multisampling, texture compression* opengl 1.4 - depth textures* opengl 1.5 - vertex buffer object (vbo), occlusion queries* opengl 2.0 - glsl 1.1, mrt, non power of two textures, point sprites, two-sided stencil* opengl 2.1 - glsl 1.2, pixel buffer object (pbo), srgb textures* opengl 3.0 - glsl 1.3, texture arrays, conditional rendering, frame buffer object (fbo)* opengl 3.1 - glsl 1.4, instancing, texture buffer object, uniform buffer object, primitive restart* opengl 3.2 - glsl 1.5, geometry shader, multi-sampled textures* opengl 3.3 - glsl 3.30 backports as much function as possible from the opengl 4.0 specification* opengl 4.0 - glsl 4.00 tessellation on gpu, shaders with 64-bit precision* opengl 4.1 - glsl 4.10 developer-friendly debug outputs, compatibility with opengl es 2.0* opengl 4.2 - glsl 4.20 shaders with atomic counters, draw transform feedback instanced, shader packing, performance improvements* opengl 4.3 - glsl 4.30 compute shaders leveraging gpu parallelism, shader storage buffer objects, high-quality etc2/eac texture compression, increased memory security, a multi-application robustness extension* opengl 4.4 - glsl 4.40 buffer placement control, efficient asynchronous queries, shader variable layout, efficient multiple object binding, streamlined porting of direct3d applications, bindless texture extension, sparse texture extension* opengl 4.5 - glsl 4.50== video codec acceleration ==* r100 - video immersion* r200 - video immersion ii* r300 - video immersion ii + video shader* r410 - video shader hd* r420 - video shader hd + dxva* r520 - avivo video* r600 - avivo hd video - uvd* r700 - uvd 2, uvd 2.2* evergreen - uvd 2.2* northern islands - uvd 3 (hd 67xx uvd 2.2)* southern islands - uvd 3, video codec engine* volcanic islands - uvd 4.x, video codec engine 2.0== field explanations ==the fields in the table listed below describe the following:* model – the marketing name for the processor assigned by ati.
Last Update: 2016-03-03
Usage Frequency: 1
Quality: