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Think that a hotel is just a place for sleeping in and storing your luggage while you see the sights?
Not these multi-tasking hotels! From the hotels borne out of necessity, to buildings of art, to preserving a piece of history, these hotels, though not voted the best hotels in the world, make up for it in their sheer uniqueness and atmosphere alone.
Palacio de Sal, Bolivia
Salt, salt and more salt, as far or as close as your eye can see.
This hotel's not called the 'Palace of Salt' for nothing – the whole place (due to a scarcity of building materials) is made out of salt blocks, and a mix of salt and water – the walls, ceiling, chairs, beds and sculptures. It's not 5 star luxurious – but it does offer a dry sauna, steam room, saltwater (of course) pool and whirlpool baths.
There is also a 9-hole salt golf course, and there are hot springs to be visited, amazing mountain ranges, open air markets and stunning sunsets.
If you visit at the right time (Oct/Nov) there are three species of South American flamingos which come to the area to start breeding.
Of course, if you needed more salt, the hotel is located at the edge of the beautiful, and world's largest salt flats at Sala de Uyuni.
Oh, and make sure you order the hotel restaurant's specialty – Polo a la sal – chicken baked for 7 hours in, you guessed it – salt!
PS Licking the walls or furniture (which apparently is a great temptation for many guests) is not allowed, as it degrades the blocks.
Giraffe Manor, Kenya
If you fancy sharing your hotel with live giraffes, then this is the place to be.
Home to the endangered Rothschild giraffes, Giraffe manor was built in 1932 and was modelled after a Scottish hunting lodge.
The manor accommodates only 25 guests at a time, so the giraffes have the run of the place.
There are large open windows just so the giraffes can join you for breakfast, greet you at the lobby and even through the curtains of some of the rooms!
The Manor is surrounded by 140 acres of native forest and is also home to the Giraffe Centre, which is dedicated to saving the Rothschild giraffe by rearing and re-introducing them into the national parks.
You can feed the giraffes, take photos with the warthogs, check out the bush buck (nocturnal spiral horned antelope), dik dik (tiny antelope) and more than 180 bird species and learn about the centre's conservation practices.
There is also an elephant orphanage nearby too, where you have the opportunity to adopt an elephant.
ICEHOTEL, Sweden
What better way of seeing the Northern Lights (aurora borealis) than by staying in the ICEHOTEL?
Open only 5 months each year, and made entirely out of ice (from the Torne River) and snow, the hotel is designed by about 40 different artists each year (who may or may not have any experience working with ice or snow).
Beds and chairs are made of ice and some of the rooms are carved by hand.
The inside temperature is -7° C, but don't worry about your perfume or favourite shampoo freezing over, all your luggage and equipment are stored in a warm building, as the ice rooms are purely for sleeping in the night (you are provided with thermal sleeping bags and a reindeer skin "mattress" covers the snow and ice beds), and have to be vacated during the day as the rooms turn into art installations for tours.
"Survival' courses are provided to all guests on how to sleep in such cold conditions, but guests usually only spend a night in the cold rooms and the rest of the time indulge in warm chalets next door.
Montana Magica Lodge, Chile
Montana Magica Lodge (The Magic Mountain Hotel) is located in the UNESCO listed natural reserve of Huilo Huilo.
It resembles a volcano on the outside and has a waterfall which comes out from the top of the hotel and cascades down the windows and walls every day.
Most of the hotel is made out of wood and there are hot tubs made out of tree trunks, overlooking the forest!
The rainforest and wildlife are all on offer here: waterfalls, toucans, lizards, iguana, eagles, condors and pumas.
From the windows of the hotel, you can also see the Arenal Volcano, one of the most active volcanoes in the world.
It's not one of the most luxurious hotels on offer, and is a little hard to get to, but may be worth the effort just to 'live' in a waterfall and to see the unique wildlife and plants.
Elkep Evi Cave Hotel, Turkey
Cappadocia is famous for its cave hotels, but the Elkep Evi Cave hotel is the only cave hotel located at the top of a hill above the town of Urgup.
So if you have ever wanted to live like a cave-person, but with a few more luxuries than the original cave people were accustomed to, then this hotel just might fit the bill.
Carved into volcanic cliffs, the rooms are large, cozy and airy, and each have their own private rock-cut terrace.
Some of the rooms even have a Turkish bath and Jacuzzi!
Due to its location, there are fantastic views of the area, and particularly Mount Ercyes, an extinct volcano best known these days for its snow, and the fun to be had tobogganing or skiing down its slopes.
There are also vineyards, orchards, old Christian monasteries and hot air ballooning on offer.
Quinta Real, Mexico
Close your eyes, immerse yourself in history and imagine what the atmosphere would have been like all those years ago – this UNESCO listed hotel in Zacatecas is built inside a 17th century San Pedro bull fighting stadium!
Lying alongside a 16th century aqueduct, its hallways circle the bullring, beds are recessed under a stone or wooden arch, the Cellar Bar used to be the bull corrals, and despite its violent past, the stunning colonial courtyards with its profusion of potted shrubs and plants are well worth a visit.
|Walk the cobblestone streets outside, to the main part of town and visit the historical sights, fine mansions, markets, museums, restaurants and take a tour of the town's rich past by visiting the old silver mines.


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Prints are "it" this spring, and what better way to wear them than on your feet. Converse has teamed up with Marimekko once again to bring some much-needed fun to your oft-forgot feet.
The vivid colours and graphic prints of the Finnish design company are available on the traditional Chuck Taylors style, as well as a platform version of the sneakers. Available in March 2013, a pair of these bad boys will instantly cheer up your spring wardrobe.
Mansikka, Unikko, or Räsymatto – which "it" print will you be rocking this year?

subset: commoncrawl


text: An Electronic Distributorless Ignition System (EDIS) is used on the Navajo. The system consists of a crankshaft timing sensor (VRS), EDIS ignition module, ignition coil pack, the part of the main computer (ECU) that deals with spark angle and related wiring. The crankshaft timing sensor, used on the Navajo, is a variable reluctance-type sensor, triggered by a trigger wheel machined into the rear of the front crankshaft damper. The signal generated by this sensor is called a Variable Reluctance Sensor signal (VRS). The VRS signal provides the timing information to the EDIS module. The EDIS Module receives the VRS signal from the crankshaft timing sensor. The module processes the VRS signal into Profile Ignition Pickup (PIP) information and transmits it to the ECU (Engine Control Unit). The ECU processes the PIP signal along with signals received from other engine sensors according to a spark advance map programmed into the ECU. Using this information, the ECU produces a Spark Angle Word (SAW) signal which it sends back to the EDIS module. Using the SAW and VRS information, the EDIS switches primary current to the ignition coils like the contact points in a breaker point type ignition system, except that it sequences the spark among the three coils and provides the optimum amount of spark advance and dwell. The EDIS module also sends back to the ECU and Ignition Diagnostic Monitor signal (IDM) which the ECU uses to indicate a failure mode and which is also used to provide an rpm signal to the instrument panel tachometer. The ignition coil pack contains three separate ignition coils which are controlled by the EDIS module through three coil leads. Each ignition coil fires two spark plugs simultaneously; one plug on the compression stroke and one on the exhaust stroke. The spark plug fired on the exhaust stroke uses very little of the coil's stored energy. The majority of the energy is used by the spark plug on the compression stroke. During some EDIS faults, the failure mode effects management (FMEM) portion of the EDIS ignition module will maintain vehicle operation. If the EDIS module does not receive the SAW input, it will result in a fixed spark timing of 10° BTDC (before top dead center). If the EDIS module does not receive the VRS input, synchronization cannot be achieved, and the engine will not start.


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Rs. 299+ shipping charges
Rs. 299+ shipping charges
A tradition bound widow existing precariously at the largesse of her brother's family in a remote provincial village has no choice but to barter her young daughter for the future of her son. Forced into an early marriage and full of apprehension, her daughter Savithri journeys to the dense plantations of Malaya and evolves into a woman who cautiously embraces change, new relationships and most importantly her grand-niece, Elisa.
Living on her own terms and to make amends for a wrong committed by her family, Elisa thinks nothing of reaching out to Madison Blue, a teenager who lives with her alcoholic mother in a trailer park. Blue, with Elisa's help, discovers her true calling and fulfills the dream of a fallen woman.
An English and History teacher by profession, Aishwariyaa Ramakanthan lives in San Jose, California. She travels frequently to India, and Singapore where she was born and raised.


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Your Mazda dealership isn't the only place to locate trusted replacement parts for your 626. It's not all the time that you realize that you have to buy a replacement Brake Line & Hose to repair your car or truck. Mazda car, truck, or SUV drivers have grown accustomed to a certain level of fuel efficiency when driving their 626 around town. While it's not hard to locate replacement parts for Mazda vehicles, these days the necessity for nothing but the highest quality are required to repair your automobile.
A properly functioning hydraulic brake system will ensure you can stop your car or truck when you want. That means your Mazda 626 brake lines or hoses cannot have any leaks or punctures in them. Hydraulic brake lines connect the brake calipers or wheel cylinders to the master cylinder on your car or truck. When you depress the brake pedal in your Mazda 626, the brake fluid gets sent directly to the parts that stop your vehicle. If there's a leak in a brake hose, then you will likely see a large puddle of fluid under your car when you press the brake pedal.
At Car Parts Discount, we have live customer service members on the phone with enough expertise to help you buy the correct Mazda 626 part for your needs. Buy all the car parts you will ever need from carpartsdiscount.com and save time and money on all your upcoming repairs. Given all the trouble that can be involved with performing maintenance on your car or truck, let www.carpartsdiscount.com be the most authoritative website you go to make purchasing it easy. Mazda 626 Brake Line & Hose parts for 2002, 2001, 2000, 1999, 1998, 1997, 1996, 1995, 1994, 1993, 1992, 1991, 1990, 1989, 1988, 1987, 1986, 1985, 1984, 1983, 1982, 1981, 1980, 1979 vehicles are available here... just click your year to find them.


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The Complete Black-and-White Rolling Stones Archive of Gered Mankowitz
Gered Mankowitz
No longer available
- Deluxe edition: 100 copies
Collector, Deluxe
Signed by: Gered Mankowitz
Paper: 200gsm matt art paper with red acetate title page
Binding: Spiral bound in heavy screen printed boards on full leather with specially produced linen tester magnifying glass
Box: Solander box.
Extras: Signed print.
For the first time ever, the entire black and white Rolling Stones archive of celebrated Stones photographer Gered Mankowitz is reproduced as 12" x 16" contact sheets. Renowned for his famous iconic images of the Stones, such as the Between the Buttons cover shot, Gered Mankowitz's archive of 170 contact sheets offers a wealth of previously unpublished photographs of the Stones, including 18 which Gered has selected for full-page reproduction in this large format book.
Having shot the cover for December's Children/Out of our Heads on a building site in early 1965, Andrew Loog Oldham asked Gered, then only 18 years old, to join the Stones as official photographer on their second 1965 tour of the USA.
Returning to London, Gered continued to work with the Stones until 1968, photographing them at home, in Olympic Studios, on Primrose Hill and during their infamous performance on Sunday Night at the London Palladium. Accompanying all these images are Gered's fascinating recollections of his time spent with the Stones during their early years.
- Page size: 300mm x 420mm
- 208 pages
- 10000 words
- 3000 images
- Featuring: Bill Wyman, Brian Jones, Charlie Watts, Keith Richards, Mick Jagger, The Rolling Stones
- Era: 1960s
- Genre: Music
- Photographer: Gered Mankowitz
Related titles
Classic Hendrix
The Ultimate Hendrix Experience
Ross Halfin, Brad Tolinski
The most comprehensive visual memoir of Hendrix ever published amasses over 300 photographs. With commentary from Noel Redding, Mitch Mitchell, Eric Clapton, Ronnie Wood, Aerosmith's Joe Perry and, of course, Jimi himself.
T.O.T.A. '75 - Tour of the Americas 1975
The Rolling Stones Official Tour Diary
The Rolling Stones & Christopher Simon Sykes
Published with The Rolling Stones, the band's official tour diary is now available in a celebratory binding. Only 400 copies signed by Ronnie Wood.


text: I like men who have standards. The standard of fucking boys they barely know as long as there's a mutual physical attraction. You don't like to put out on the first date? Not into hook-ups or one night stands? Then move along. I'm not going to wine and dine you(unless your cock is the main course and your cum is the dessert). There won't be a next time unless the first time ended with hole-pounding explosions. We don't need to play twenty questions. I don't need to know what you do for a living and you don't need to know where I went to school. We don't even need to exchange names. Just call me slut and I'll call you Sir and we'll call it Heaven. Why waste time getting to know each other when the only thing I care to know about you is what you look like naked and how good you are at plowing my ass. I don't jump through hoops just to get laid and if you want my hole then you won't have to either(that is as long as you're hot). The most difficult thing about getting your dick should be unbuttoning your pants NOT figuring out the right buttons of yours to press. I'm not patient and I definitely don't like to take ANYTHING slowly. Give it to me hard, give it to me raw, and most importantly, give it to me NOW. You want to play hard to get? Then play with someone else.


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Rules and Forms - Regulatory Projects
Title V Fee Reduction Rule Amendments
The Department of Environmental Protection is proposing to amend Rule 62-213.205, F.A.C., to reduce the Title V emissions fee factor to $27/ton for calendar year 2013 emissions (paid in 2014).
Important Documents
Notice of Proposed Rule, published December 13, 2012
Notice of Rule Development, published June 29, 2012
Public Comments
Last updated: June 26, 2015
2600 Blair Stone Road, M.S. 5500
Tallahassee, Florida 32399-2400
850-717-9000 (phone) / 850-717-9001 (fax)
Questions & Comments Form
Accessibility Statement Privacy Statement


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Summer Sale – Save up to 50%!
More and more people are drawn to the outdoors to get away from the stresses of everyday life. The right kind of footwear is essential for those seeking adventure outdoors. Excellent outdoor footwear will always ensure secure footing, and guarantee a high degree of safety - whatever the terrain. No matter if you are touring the mountains, trekking, or hiking: You can always rely on your outdoor footwear!
As a fan of the outdoors you will spend lots of time and long hours on rough terrain - a proper outdoor shoe will have to be able to cope. Outdoor footwear therefore needs to fulfill some specific requirements.
As an outdoor enthusiast, you will be on your feet a lot and for extended periods of time - the first requirement therefore is comfort. After all: your feet might be in those shoes or boots all day long, which means superior wear comfort is an absolute must. Outdoor footwear must fit around your foot properly without squeezing it in, yet giving it comfortable and strong support. This will prevent pressure points, blisters, and chafing. You will remember the beauty and not the pain of your hiking tour! A well-padded foot bed will additionally enhance wear comfort.
Good outdoor footwear must be robust, since they must withstand rough terrain and adverse weather. Your outdoor footwear should be able to withstand any kind of stress and more on your trek or in the mountains. In extreme situations, a broken shoe is the last thing you need. Sturdy outdoor footwear will also keep you safe and help you get a secure foothold. Models with a reinforced shaft will additionally protect the ankle and help a-text--reduce the risk of injury.
Another important factor: weather protection. Outdoor footwear must protect feet from moisture, because wet feet not only feel uncomfortable, they will also freeze very quickly. In extremely low temperatures, moisture can be a real problem because cold feet will restrict blood flow in the mucous membranes. Any virus or bacteria in the air will have a field day! Outdoor footwear with a breathable membrane will wick the moisture from perspiration around the foot outward, while at the same time preventing external moisture to saturate the shoe. Your feet will stay dry and warm whatever the weather.
The outdoor sector is booming, and the choice of outdoor footwear is enormous. But don't just choose anything! Think about what you want to use the footwear for, and what your basic requirements are - then you shouldn't go wrong!
For an extended trekking tour, for example, a pair of good trekking shoes are the right choice. If you are thinking about a tour over several days, then you will need sturdy and comfortable outdoor footwear. Trekking shoes offer good shock absorption, which will make things a lot easier for you if you need to carry a heavy backpack over rough terrain. Tough soles offer secure grip on any surface.
Mountaineering boots are what you are looking for if you're off on an Alpine tour. These boots will be particularly rugged, watertight, and offer anti-skid soles. Trekking boots will help you get through iced over patches or lose rocks without a hitch. Many of these models are designed for use with crampons, which is not a matter of course for all types of outdoor footwear.
When it gets really wintry and cold outside, then winter boots should be your best choice. High insulation and a warm inner lining will keep your feet warm in this type of outdoor footwear. Anti-skid and even soles with studs may be what you're looking for to get around on snow and ice.
For extreme expeditions, you might think about investing in a pair of expedition boots. This type of outdoor footwear is made for extreme temperatures. In addition to crampon compatibility and superior heat insulation in extreme minus temperatures, they also offer a lot more features you will need if you want to get to the really high peaks.


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Hotels & Resorts in AgraThis exclusive section of Surfindia Directory offers a complete source of information about Hotels in India. This all inclusive segment provides listings of Hotels and Resorts in India that ease your accommodation search for your travel needs. Plan your tour program in India & find all necessary details about Indian Hotels and Resorts right here. This Hotels & Resorts directory of India covers all major Indian cities and offers useful website links to Hotels & Resorts that offers various travel packages in all budgets and applicable discounts.
Latest Website Listings
- Hotel Amar A three star hotel offering centrally air-conditioned rooms & suites, multicuisine restaurant, bar, conference halls, swimming pool and health club.
- Hotel Yamuna View Hotel Yamuna View formerly Hotel Agra Ashok has been the most gracious and regal host to the leading national and international visitors to the city of TAJ Agra. The hotel is known for its unique mix of traditional Indian hospitality and modern day systems and facilities beyond compare. Splendidly spread out spacious centrally air conditioned rooms and 3 deluxe suites which overlook the gardens, lush green swimming pool lawns and water channels to suit individual tourist needs.
- Rose Home Stay Rose Home Stay is an ideal place to live in. A first class palatial homestay situated in the heart of the city admist lush green surrounding offering the beauty of nature. Just two minutes walk from bus stand cantt railway station, Idgah station, Indian airlines office, G.P.O., Bank, Post Office, Tourist Office and Shopping arcades.
- The Grand Imperial It is an old city and it is said that its name was derived from Agrabana, A forest that finds mention in the epic Mahabharata. In more recent times Agra came into prominence when Sikandar Lodi made it his capital city in 1501. The Lodi rule was to end very soon and Agra passed into the possession.
- Utkarsh Vilas The Utkarsh Vilas is located 1 Kilometer from the Taj Mahal. Enriched by the royal service makes an interlude at The Utkarsh Vilas exclusive and unforgettable. Richly detailed interiors are perfectly complemented by a choice of international and Indian cuisine.
- Hotel Clarks Shiraz A five star hotel providing accommodation in Agra, with restaurants, conference & banquet hall and also offers exclusive hotel packages, airline reservations and online booking.
- The Oberoi Amarvilas Provides well furnished rooms with all facilities, online reservation, restaurant, bar, conference & banquet facilities, spa & fitness centre and travel information.
- Hotels for agra The magical city of Agra is one of India's most famous tourist destinations. A magnificent city situated on the banks of the Yamuna River in Uttar Pradesh, Agra is home to many splendid buildings of the Mughal-era. Be it the sheer grandeur of the Taj Mahal, the glorious Agra Fort, or the historic Fatehpur Sikri, one can always experience the brilliance of these acclaimed World Heritage Sites in Agra.
- Priya Group of Hotels & Restaurants Established in the year 1993, Priya Group of Hotels & Restaurants has carved a name of repute in the Hotel & Restaurant Industry. With our premium quality service and hospitality, we have become a preferred choice amongst the international as well as domestic tourists.
- Usha Kiran Palace Hotel & Towers Vibrant in ites myriad offerings. Resplendent in is Glorious traditions. Home of choice of the discerning business traveler. Newly set up Usha Kiran Place. Hotel & Towers is the preferred destination of corporate travelers, accustomed to its innovative style of service and delicious cuisine. Centrally located, it is just minutes away from the Railway Station, Airport, Bus Stand, Prime business, Shopping Arcades and most important THE TAJ.
- HOTEL SAPNA HOTEL SAPNA started in 1988,has been a prominent budget hotel of the city. It is situated in the heart of the city right opposite Anjana cinema on M.G. road. The access to the hotel is very easy, either by road or by rail or bus. It is merely five minutes drive from the main Agra-Delhi highway and only two kms. from Raja ki mandi railway station. This location is the most high end commercial area of the city.
- Hotel Bhoomi Residency Hotel Bhoomi Residency with a team of professionals invites you to its world of luxury, traditional hospitality & personalised services. With its tastefully designed rooms and morden amenities. Our hotel has 24 airconditioned superior, premiume, club & royal club rooms with attach bathroom, 24 hours running hot & cold water, mini refridgator in every room, colour lcd with more then 100 chennal & activated wi fi internet facilaty.
- Rajmahal Hotel Rajmahal a Hotel in Agra-India is one of the largest India's luxury hotels in Agra. All efforts are dedicated to providing luxurious comfort, modern facilities and intuitive technology combined with exceptional, personalized service. Everything is designed so as to be unobtrusive.
- Trident Hilton, Agra Offering air-conditioned rooms equipped with modern facilities like a mini-bar & complimentary tea / coffee making facility, business centre, coffee shop, restaurant & bar, room service, safety deposit box, swimming pool and fitness centre.
- Hotel Clarks Shiraz A five-star luxury hotel which combines business with pleasure, style with substance, form with function.
- KUKREJA GROUP HOTELS KUKREJA GROUP HOTELS is one among the oldest hotel chains in India, started in 1986 and has enjoyed the rare reputation of best budget hotels with an objective of setting up first class mid market hotels in metropolitan and secondary cities ,in proximity to domestic, international airports and railway stations.
- Hotel Solitaire Hotel Solitaire, the service is impeccable, satisfaction is inevitable. We invite you to a world of luxury and comfort. They treat their guests as good as God and try their best to satisfy their guest at their level best. Hotel Solitaire is one of the those to keep the same standrd. The rich Dynasty had pleasure to make the monuments of Love and Faith. Taj and Fatehpur sikri are the consequent of this tradition.
- Hotel Atithi A three star hotel providing accommodation, online reservation, room service, multicuisine restaurant, coffee shop, swimming pool, conference & banquet halls and doctor on call.
- Hotel Ajay International Hotel is ideal for those Tourists, Backpackers, Hostel Travelers and Youth Travelers who wants to enjoy different colours of city life. Hotel is serving budget Tourists from more than 25 years. Major attraction momentum of love the Taj is only 3 kms from Hotel Ajay International. Prides of Mughals Red Fort is just 1 kms from Hotel. All the old markets- Kinari Bazar, Johri Bazar, Rawatpara, Lohargali, Motiganj. Hing Ki Mandi, (wholesale shoe market) and Fountain chowk. Are on walking distance.
- Howard Park Plaza, Agra Providing well furnished rooms, 24 hour room service, ayurvedic health care, coffee shop, restaurant & bar, business center and shopping arcade.
More Categories
Hotels & Resorts - ALL INDIA
@ All India (3728)
© SurfIndia . All Rights Reserved.


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"BADMAN" ranked a#1 on the US Hip-Hop albums chart. It's also #2 on the charts in Finland, Japan, and New Zealand and #7 in Portugal.
SEE ALSO: B.A.P drops official release schedule for 7th single album 'BLUE'
The title track "BADMAN" is said to be written by Bang Yong Guk himself to point out issues in society that we often hear of on the news, but tend to forget, adding a powerful message to their comeback.
Congratulations to B.A.P!
Tip: Muggle87


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To enhance your account security, your password will expire every 90 days. Once your password expires, when you try to sign in with your current password, you will be prompted to change the password to a more complex and secure password. If you are experiencing any issues, please contact the Customer Service Center at (800) 234-3867.
MyDNB.com Enhancements
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And learn how to customize MyDNB.com to get just the insight needed to make confident decisions.
We want to hear from you! Take this 10-minute survey to provide valuable input for future product enhancements.


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text:
Category:Transport in Curitiba
|Wikimedia Commons has media related to Transport in Curitiba.
This category has only the following subcategory.
- ► Rede Integrada de Transporte (4 P)
Pages in category "Transport in Curitiba"
The following 3 pages are in this category, out of 3 total. This list may not reflect recent changes (learn more).


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messages don't appear in the right order on
nokia lumia
Text messages displaying in the wrong order on Nokia Lumia. Messages don't follow the proper order on Nokia Lumia. Not displaying text messages in the proper order on Nokia Lumia. Nokia Lumia SMS in the wrong order.
If your text messages don't display in the right order in your conversations on your Nokia Lumia, this is due to the Date & Time settings in the device. Here's how to fix this issue:
- Go to Settings > Date & time
- Make sure "Automatic date & time" and "Automatic time zone" are both checked
- Restart your device and try sending and receiving text messages once more. The issue should be resolved.


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Is it possible to compare different mortgage deals?
The Nottingham reports continued growth in first six months of the year
What is a Help to Buy: ISA – and who qualifies?
Saving for retirement? What you should know
Nottingham Building Society to open seven building society branches due for closure
Major investment in new digital technology
Inheritance Tax - and what you have to pay
Richard's Hucknall high five
#KickCatchScore – a great new rugby competition
The Society collects anonymous data via cookies to continue making improvements to our website. By continuing to use the website, you are accepting the use of these cookies.
To find out more please read our cookies policy.
Community Inc CIC are set to launch their Young Black Jobseeker's guide, an offshoot of their already successful Ready to Work programme after receiving a donation last year. After Ready To Work provided jobseeking sessions for 60 young people over a 12 month period in the St Ann's and Sneinton areas of Nottingham, helping disadvantaged youngsters attain employment, apprenticeships and further education or training, it was natural to expand their good work into other deprived areas of the city using a creative format.
The organisation values feedback, perfecting their service by listening to the views of the young users. "After using 'mainstream' jobseeking methods in the early sessions, we found they did not speak to the young people" explained staff member Michael Henry, "participants from the Ready to Work programme effectively produced the guide that this funding was provided to develop. We will be printing 1,000 copies to distribute to employment and education support providers as well as youth groups. We work with five youth voluntary and community sector groups across the city." The guide covers the value of voluntary work, writing applications, communication skills, interviews, giving presentations and CV writing, all rendered in a language style that appeals to the youth and demystifies crucial terminology.
Going forward, Communities Inc is hoping the guide will be distributed in libraries and community centres, wherever there is demand.
Our monthly newsletter is full of interesting information for our customers. As well as the latest news and events from your Society, it includes information about new products, competitions and money-saving tips.


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Momentum BMW Mini-Body Shop
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10710 W Bellfort St
Houston, TX 77099
1.6 miles away
08/09/2017 - "Reasonable price, trust worthy service."
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Review for Momentum BMW Mini-Body Shop
Bial A. on 04/22/2015
Bial said this business did great work.
Category: Collision
Service Date: 04/14/2015
Review Created: 04/22/2015
This review was collected via phone interview by Customer Research Inc.


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Empire Oil & Gas has taken another key step in its strategy to unlock the value of its Perth Basin assets, signing an indicative agreement to sell its remaining acreage in WA's onshore Carnarvon Basin.
Empire will sell its subsidiary company, Rough Range Oil Pty Ltd that holds its remaining six Carnarvon Basin tenements to Bounty Oil & Gas NL for a small cash sum and royalty based payments on future production. Interest in these tenements range from 36 per cent to 90 per cent and the sale will enable Empire to focus on unlocking shareholder value in the Company's flagship assets in the Perth Basin, where it has the Red Gully Gas and Condensate project and is the biggest land holder.
Empire's exit from the onshore Carnarvon Basin will allow the company to focus all future drilling funds on the Perth Basin, while retaining potential upside to exploration success and future production on the Carnarvon tenements via a royalty right.
Empire Oil & Gas NL
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Editor: Michael Rogers
Copyright 1973-2016. Scandinavian Oil-Gas Online. ISSN 1500-709X.
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Every week, join award-winning narrator B.J. Harrison as he narrates the greatest stories the world has ever known. From the jungles of South America to the Mississippi Delta, from Victorian England to the sands of the Arabian desert, join us on a fantastic journey through the words of the world's greatest authors. Critically-acclaimed and highly recommended for anyone who loves a good story with plenty of substance.
July 3rd, 2015
Episode 75 of 184 episodes
It's all up for Briggs. He has seen Lady Caroline, and has completely lost it. But lo, an unexpected visitor arrives, bringing joy in unexpected places. Elizabeth von Arnim, today on The Classic Tales Podcast. Welcome to The Classic Tales Podcast. Thank you for listening. If you enjoy The Classic Tales Podcast, please consider becoming a monthly financial supporter. It only costs 5 dollars a month. In return, we give you a coupon code for 6 dollars off anything in the store – every month! With our bestsellers already 30% off, you can get many of our titles for only $.99 cents when you use your monthly code. It's a great value, and a great way to build your classic literature library. Join today! And now, The Enchanted April, part 10 of 11, by Elizabeth von Arnim
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Medieval Black Leather Frog with Casting
Handmade noble frog with casting
This is great quality black leather frog with casting and handmade brass fixing elements for sword-width adjustment.
Great quality piece which works good and looks very authentic made from natural leather with high-quality hand-casting rivets.
- Great quality leather
- Handmade brass clasps
- High-quality hand-casting rivets
- 100% unique handmade
- Armstreet design
Please contact us if you have any additional questions.
Important note: Brown, Natural and Cream leather shades may vary, as unfortunately we can't control color of leather which comes from our suppliers. Sometimes it may be darker or lighter, so if tone of the leather is important factor for you, please contact us before purchase to ascertain which color exactly we have in stock at the moment. Thank you for understanding.
Is it possible to order this with the Medieval Armor Belt with Oval Accents so that the frog specifically fits on this belt?
This frog can not be made to fit the belt with oval accents, sorry. It should be complemented by the frog with oval accents.
Can your Medieval leather frog with casting be made from other leather colors, say dark brown?
Now can be made from brown leather as well, welcome!
Most of your belts are in brown leather. Can you make them in black? Thanks Kenny
Yes, most of the belts can be made in black.
Are the belt loops large enough to accomidate a 2 inch belt?
The frog fits well the belts 1 1/2" - 1 3/4" (3.8-4 cm) wide.
Items was exactly as ordered, excellent customer service also!
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Tylr Rose Hair Stylist
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|Publication number
|Publication type
|Application number
|Publication date
|Jul 20, 1993
|Filing date
|Feb 19, 1991
|Priority date
|Feb 19, 1991
|Fee status
|Publication number
|Mark S. Grossman, Kurt B. Akeley, Robert A. Drebin
|Original Assignee
|Silicon Graphics, Inc.
|Export Citation
|BiBTeX, EndNote, RefMan
|Patent Citations (3), Non-Patent Citations (4), Referenced by (103), Classifications (10), Legal Events (6)
|External Links: USPTO, USPTO Assignment, Espacenet
The present invention relates to the display of images on a computer display screen. Specifically, the present invention relates to the computer generation and display of multi-dimensional images with texture.
Computer graphics systems are commonly used for displaying graphical objects on a display screen. These graphical objects include points, lines, polygons, and three dimensional solid objects. Using techniques well known in the art, color and surface details can be added to areas and surfaces of objects. One particularly useful technique for adding surface detail to areas or surfaces is texture mapping. Using texture mapping, a pattern image or texture map is combined with an area or surface of an object thereby producing a modified object with the added detail of the texture map. For example, given a flat black solid cube and a texture map defining a wood grain pattern, the texture mapping technique can be used to map the wood grain pattern onto the cube thereby producing a cube that appears to be made of wood. The texture mapping technique is particularly useful as surface detail becomes finer and more intricate thereby rendering the use of geometric primitives less practical.
Texture mapping operates by applying color or visual attributes of point elements (texels) of a texture map to corresponding point elements (pixels) of an object on a display screen. As long as the coordinate system of the texture map is positioned or in some way related to the coordinate system of the object being textured, the association between texels and pixels is well defined. A problem, however is present in prior art systems when an object or portion of an object extends beyond the coordinate range of the texture map. This may occur if the scaling between the texture map and the object does not allow coverage of the entire surface of the object by the texture map. In this situation, the object is out of range of the texture map and the association between texels and pixels is no longer well defined. Many prior art systems handle the out-of-range situation by simply repeating the texture map pattern if an out-of-range condition is encountered. In these systems, the texture map space wraps around in both dimensions thereby creating an endlessly repeating texture map. In many situations, however a repeated texture pattern is not desirable. For example, a product manufacturer may want to visualize a packaging label as it would appear on a proposed product container. In this case, a repeated label pattern (i.e. texture) as provided by prior art systems would not be a realistic portrayal of the actual finished product. In another example, a texture map comprising far more texels than can be conveniently stored in mapping hardware, such as photo-derived terrain, is used for applying texture to a ground surface. A better method is needed to extend the coordinate range of the texture mapped to such an object.
It is therefore an object of the present invention to provide a technique for applying a texture to an object where the coordinates for the object are outside the coordinate range of an associated texture map. It is further an object of the present invention to provide a means for suppressing the application of texture to an object for specified object coordinate range.
The present invention provides a means and a method for specifying and controlling a display range in which a specified form of texture mapping is applied or suppressed. Object data from a host computer is processed by four pipelined graphics subsystems before being displayed on a display screen. These graphics subsystems include: 1) a Geometry Subsystem, 2) a Scan Conversion Subsystem, 3) a Raster Subsystem, and 4) a Display Subsystem. The Geometry Subsystem receives graphical data from the host computer and converts it to screen-space data. The Scan Conversion Subsystem then breaks down points, lines, polygons, and meshes thereby producing pixel data. This pixel data is sent to the Raster Subsystem where a Z-buffer removes hidden surfaces. The Raster Subsystem also performs various blending and texturing functions on a pixel-by-pixel basis as the pixels are written to image bit-planes, or a frame buffer. Finally, the Display Subsystem reads the frame buffer and displays the image on a color monitor.
During the scan conversion process, texture coordinates are iterated with the other polygon parameters at each screen pixel. The twenty or forty parallel Image Engines (IE) simultaneously texture a polygon and blend it into the display. Prior to processing by the IEs, Span Processors manipulate pixel coordinates in order to handle sitations when coordinates are located out of range of a texture map.
Processing logic and hardware registers located within each Span Processor implement two texture modes for handling out-of-range coordinates. First, a mask and comparison register is provided to hold a value specifying a selected range in which texture is applied to a pixel. If a pixel is outside the specified range, texture application is suppressed. Secondly, logic is provided for determining if the input pixel coordinate is within range of the texture map. If the input coordinate is out of range and positive, the coordinate is set to a value corresponding to the most positive border of the texture map. If the input coordinate is out of range and negative, the coordinate is set to a value corresponding to the least positive border of the texture map. The processed coordinate is then output to one of a plurality of Image Engines.
FIG. 1 is a block diagram illustrating the major components of the hardware of the present invention.
FIG. 2 illustrates how to map textures onto a geometry using texture coordinates.
FIGS. 3a and 3b illustrate the fields in a texture input and output coordinate.
FIG. 4 illustrates the internal registers of a Span Processor.
FIGS. 5a and 5b are flow charts of the logic of the present invention.
FIG. 6 is an example of a texture space comprising multiple sets of texture maps.
The present invention provides a means and a method for specifying and controlling a display range in which a specified form of texture mapping is applied or suppressed. In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present invention. It will be apparent, however, to one of ordinary skill in the art that the present invention may be practiced without these specific details. In other instances, well known structures and techniques have not been shown in detail in order not to unnecessarily obscure the present invention.
The present invention provides a means and a method for specifying and controlling a display range in which a specified form of texture mapping is applied or suppressed. In one mode, a texture coordinate is set (clamped) to a texture map border value if the image pixel is located outside a specified coordinate range. In a second mode, texture mapping is suppressed if the image pixel is located in a specified coordinate range.
A host CPU of the preferred embodiment provides the graphics subsystem with the visual description of 3D objects. This visual description takes the form of drawing commands and world coordinate vertex data. The description describes the object's geometric position, color, and surface normal vectors used for complex lighting calculations. The graphics architecture of the present invention performs transformations and other graphics operations to calculate specific pixel values for each of the 1.3 million pixels on a 1280�1024 high-resolution display. It will be apparent to those skilled in the art that equivalent systems may be implemented with a different number of pixels on the display system. Object data from the host computer is processed by four pipelined graphics subsystems before being displayed on the screen: 1) a Geometry Subsystem, 2) a Scan Conversion Subsystem, 3) a Raster Subsystem, and 4) a Display Subsystem.
The Geometry Subsystem receives the 32-bit or 64-bit graphical data from the host computer and converts it to screen-space data. Screen-space data defines an object's position in a screen coordinate system corresponding to the visible plane of the display monitor screen. The Scan Conversion Subsystem then breaks down points, lines, polygons, and meshes thereby producing pixel data. This pixel data is sent to the Raster Subsystem where a Z-buffer removes hidden surfaces. The Raster Subsystem also performs various blending and texturing functions on a pixel-by-pixel basis as the pixels are written to image bit-planes, or a frame buffer. Finally, the Display Subsystem reads the frame buffer and displays the image on a color monitor.
Parallelism is exploited extensively throughout the present invention graphics architecture. The single-instruction, multiple-data (SIMD) organization of the geometric subsystem allows up to four primitives to be processed in each of two pipeline elements. The MIMD organization of the scan conversion and raster subsystem allows up to 200 million pixels to be processed per second.
The graphics subsystem of the present invention uses one-megabit video random access memory (VRAMs) to construct a high-resolution frame buffer with configurations ranging from 140 through 268 bits per pixel. This high capacity allows storage of color, depth, texture, and numerous other special-purpose data fields to support advanced rendering features.
The Geometry Subsystem is connected to the parallel processing CPU subsystem via a data bus interface. This subsystem receives world coordinate geometric data over the bus, performs specified transformations and lighting computations, and sends the screen-space data to the Scan Conversion Subsystem. The major components of the Geometry Subsystem are the Command Processor and the single-instruction, multiple-data (SIMD)-organized Geometry Engine.
The Command Processor (CP) of the present invention receives command tokens and data from the bus and distributes command packets to the four Geometry Engine modules. The CP accepts coordinate data from the host in four formats: 16-bit integer, 24-bit integer, 32-bit IEEE floating point, and 64-bit IEEE double-precision floating point. Color data is also accepted in packed byte format.
The Command Processor converts all incoming data words to a uniform floating point format regardless of the input representation. In addition, for each 3-dimensional vertex specified, the CP fills in any parameters not supplied by the user. Values from a repository of current values previously specified are used to fill in parameters not supplied. The CP then outputs a complete packet of parameters. An input FIFO buffers data from the host computer, thus eliminating unnecessary protocol overhead.
The Geometry Engine (GE) contains four identical floating point processor data paths. Each module, implemented using a 74ACT8867 chip, manufactured by Texas Instruments, Inc., is capable of 32 million floating point operations per second (MFLOPS), giving a peak aggregate rate of 128 MFLOPS. The Geometry Engine processes a stream of high-level graphics commands mixed with single-precision, floating point data. Each GE module includes local memory data. The four modules act together as a SIMD machine under control of a centralized microsequencer, operating on up to four graphic object vertices simultaneously. The Geometry Engine is designed to have a very short latency time for maximum throughput efficiency.
The first Geometry Engine task is to perform matrix operations on incoming vertices. Each Geometry Engine uses a 4�4 matrix stack to rotate, translate, and scale 2D and 3D homogeneous coordinates. A 3�3 normal matrix stack is also used to transform surface normals.
The next Geometry Engine task is to light the vertices. The GE maintains the position, direction, and intensity specifications for lighting calculations. It supports up to eight point-source lights or spotlights; material specifications including ambient, diffuse, and specular reflectance parameters; and lighting model information. The color applied to each transformed vertex is a function of the vertex position, the surface normal direction, the lighting model, the lights, and the characteristics of the surface. The result of the lighting calculation is either a set of eight-bit red, green, blue, and alpha values (in RGB mode) or a single 12-bit color index (in color index mode).
The third Geometry Engine task is to clip coordinates to a 6-plane bounding box. (The ability to clip against additional arbitrary planes is also available.) A fast accept/reject clip-checking algorithm eliminates the need for complex clipping calculations in most cases.
The final steps of the vertex computation are to perform depth-cued color calculations, to clip colors to the required eight-bit range, and to decompose polygons with five or more vertexes into triangular and quadrilateral primitive shapes.
Screen coordinates sent from the Geometry Engine to the Scan Conversion Subsystem specify points and the vertices of lines and polygons in the screen coordinate space. The Scan Conversion Subsystem performs the calculations required to reduce vertex data to individual pixels. Each pixel is assigned an X, Y screen position, plus a number of parameters per pixel, including Z, red, green, blue, alpha, and texture parameters s and t. These parameters are usually linearly interpolated between vertices and between the edges of polygons.
The task of scan-converting polygons is partitioned into four separate processors within the Scan Conversion Subsystem: the Vertex Reorganizer, the Polygon (Poly) Engine, the Area Engine, and the Span Processor.
Floating point precision is used in the stages up to and including the Poly Engine to maintain coordinate integrity when calculating slopes. The third processor, the Area Engine, maintains this precision in a fixed point format, and maintains fractional coordinate accuracy. All color, depth, and texture components are first corrected to an initial pixel center, then iterated in full-pixel steps. As a result, iterated values remain planar across polygonal surfaces, and subsequent Z-buffer calculations result in clean intersections. Furthermore, maintaining fractional X and Y screen position information for all primitives enables correct multi-pass jittering operations.
The first processor, the Vertex Reorganizer (VR), arranges the stream of commands and floating point data from the Geometry Engine into points, line segments, triangles, or quadrilateral primitives, depending on the command type. The VR sends from one to four primitives on to the next stage, the Poly Engine. In the case of meshes, the VR can distribute up to four triangles to the four Poly Engine modules. The VR also sorts triangle and quadrilateral vertices by their X coordinate to facilitate later computations.
The Poly Engine is a four-module SIMD floating point processor that is nearly identical in structure to the Geometry Engine. The Poly Engine begins the scan conversion process by calculating a number of parameters pertaining to the triangle, such as the edge and parameter values at the leftmost pixel sample covered, and the parameter slopes in the X and Y directions. Cohen-Sutherland clipping, when actually required, is also performed in the Poly Engine. This form of clipping is well known in the art.
The Area Engine (AE) is a set of four fixed-point processor modules under control of a single microprogrammed sequencer. The Area Engine converts floating point initial value and slope information to produce X, Y, and parameter values for individual spans of pixels that lie between the top and bottom edges of a triangle. For each X coordinate covered by the triangle, the AE iterates the pertinent two edges and produces new Y intercepts and exact parameter values along one of the edges. The AE passes this information along with the Y-direction slopes to the Span Processors.
Intercepts and parameter slopes are received by one of five or ten Span Processors. In the basic five span processor configuration of the preferred embodiment, each processor handles one-fifth of the 1280 visible screen columns. Span processor 0 manages columns 0, 5, 10, etc.; Span Processor 1 manages columns 1, 6, 11, etc. Since spans generated from a single polygon are always adjacent, the span processing load is evenly distributed across the five processors. Ten-span systems distribute the load similarly, with each span handling every 10th iteration of pixels.
Each Span Processor iterates from the given starting Y address to the ending Y address, using the slope data to generate Z, color, and texture values in the given column. These values are passed to the Raster Subsystem to be used to update the display.
The Raster subsystem contains 20 or 40 Image Engines, each of which control a portion of the screen in a two-dimensionally interleaved fashion. In the 20-engine configuration, a single Image Engine controls 65,536 screen pixels. Each pixel is composed of at least 144 bits of data, which is stored in frame buffer memory.
The Raster subsystem includes image bit plane memory. This memory stores 32 bits of R, G, B, and Alpha information for each pixel of the 1280�1024 display of the preferred embodiment. The architecture of the preferred embodiment contains two of these buffers (a total of 64 bits) to support either double-buffered 32-bit color (R, G, B, and Alpha) or double-buffered 12-bit color index styles of drawing and displaying.
The Raster subsystem also includes a 24-bit signed Z-buffer. The 24-bit Z coordinate associated with each pixel is stored in the Z-buffer planes. When hidden-surface removal is performed, the Z coordinate of an incoming pixel is compared to the current depth value already stored in the bit planes. If the incoming Z coordinate is closer to the user's viewpoint, and therefore visible, the color value of the new pixel is used to update the image bit planes, and the new Z coordinate value is written into the depth planes at the same location. Conversely, if the incoming Z coordinate is farther from the viewer, the new color value is ignored.
The eight remaining bits in the depth bank are designated as stencil planes. The Image Engines have the ability to conditionally clear, write, increment, and decrement these planes independent of the 24-bit depth value. This capability allows pixels to be tagged as a way of extending the capability of the depth buffer to do a number of prioritizing algorithms.
One bank of memory is dedicated for storing 65,536 "texels", or texture map elements. Each texel is composed of R, G, B, and Alpha fields just as in the image planes. Based on the s and t texture parameters iterated by the Scan Conversion Subsystem, the Image Engine calculates and looks up elements in a selected texture map. The color data from this map can then be used along with the incoming color value to update the image bitplanes with a textured pixel value.
The Display Subsystem receives pixel information from the frame buffer, routes it through the appropriate display mode, and sends it to the Digital-to-Analog Converters for display. Five Multimode Graphics Processors (MGPs) read and interpret the contents of the Image Planes. The graphics system of the present invention displays multiple images simultaneously, in an overlapping window environment, in single-buffered RGB, double-buffered RGB, single-buffered color-index, and double-buffered color-index color modes.
The MGPs allow simultaneous display of up to 16 unique window styles. This allows users to display both static and dynamic images at will, without having to consider the underlying color representation scheme. The MGPs position and draw the user-definable graphics cursor or a full-screen crosshair cursor and incorporate a 64�28 bit auxiliary color look-up table for overlays and underlays.
Linear RGB or mapped color indexed data is read from ten VRAMS in parallel onto the Video Bus. Data is sent via the Video Output Formatter to be displayed. High-speed Digital-to-Analog Converters (DACs) drive the red, green, and blue electron guns of a color display. When the graphics system of the present invention operates in a RGB color mode, the DACs receive up to 24 bits of color information for each pixel. Eight of these bits are directly assigned to each of the red, green, and blue DACs thereby yielding more than 16 million colors. The DACs are multiplexed to handle the input from the five parallel sources. In color-index mode, pixel data packets are used as indices into a 12-bit-in and 24-bit-out color map before being sent to the DACs. The pixel-mapping feature of the color-index mode allows screen colors to be quickly modified by simply changing the values stored in the color maps. The graphics system of the present invention also provides the capability to output the contents of an alpha buffer. The alpha buffer is useful for video applications including compositing, which require coverage information on a per pixel basis to blend different images together in the same scene.
Computer graphics displays are greatly enhanced with the use of texture mapping. Texture mapping has traditionally been used in fields such as visual simulation and computer animation to enhance scene realism. The graphic system of the present invention provides high-quality texture mapping of geometric surfaces at interactive rates. A texture is a function defined in texture space that is warped, or mapped, by a specified mapping into an object space. Textures can be used to add vegetation and trees to barren terrain models without adding geometric complexity. Labels can be applied on computer-modeled package designs to get a better appreciation of how actual products will look. In addition to scene realism, interactive texturing also facilitates visualization of user data. Patterns mapped on to geometric surfaces can provide additional motion and spatial cues that surface shading alone cannot provide. For example, a sphere rotating about its center appears static when displayed as a shaded surface; however, by affixing a pattern to the sphere, its motion is easily detected. In fields such as scientific visualization, it is desirable to display changing properties of an object on its surface. Interactively texturing a surface as a function of these changing properties is an excellent way to accurately visualize this information.
Although the texture function, or texture for short, can be an arbitrarily dimensioned array of data, this preferred embodiment discloses the use of 2D images, the most commonly used textures. Similarly, the preferred embodiment describes mappings only onto geometric primitives in 3D space, namely polygons, lines, and points.
Interactive texture mapping is achieved on the graphics hardware of the present invention with a balanced pipeline architecture. Most of the texture computations occur during the rasterization process. Texture coordinates are carried through the pipe with each vertex. During the scan conversion process, texture coordinates are iterated with the other polygon parameters at each screen pixel. The twenty or forty parallel Image Engines (IE) simultaneously texture a polygon and blend it into the display. Since IEs are fully programmable, a variety of texture mapping algorithms can be implemented in the architecture. Texture memory contention is eliminated by giving each Image Engine its own copy of the texture map. Image Engine memory usage is flexible; up to 640K-bytes in each Image Engine can be dedicated to texture storage. Textures as large as 256�256 RGBA pixels can be applied to geometry in one pass, and textures up to 32K�32K are supported by the hardware of the preferred embodiment using a multi-pass technique.
A variety of texture types and environments are provided to support the diverse applications of textures. Textures can be monochrome or color, with alpha or without. Texture alpha can be used to make a polygon's opacity vary at each pixel. For instance, when an RGBA image of a tree is mapped onto a quadrilateral, objects behind the polygon can appear through the polygon whereever the opacity of the tree map is low, thereby creating the illusion of an actual tree.
Textures can be combined with their surfaces in a variety of ways. A monochrome texture can be used to blend between the surface color and a constant color to create effects such as grass on dirt or realistic asphalt. By adding alpha, a texture can be used to create translucent clouds. Textures can also be used to modulate a surface's color or be applied as a decal over a surface.
The present invention can automatically generate texture coordinates, based on user-specified behavior. This feature can be used to texture map contours onto an object without requiring the user to compute or store texture coordinates for the object.
The basic steps of the texture mapping process are:
1. Texture coordinates are assigned to vertices of an object to define a mapping from texture space to geometry in object space.
2. Next, a texture function is chosen to produce texture values from the interpolated texture coordinates.
3. Finally, the texture environment determines final color from input values produced by shading and the texture function.
FIG. 2 illustrates how to map textures onto a geometry using texture coordinates and how texture coordinates are generated at screen pixels. Referring to FIG. 2, coordinate axes s and t define a 2D texture space. By definition, a texture lies in the range 0 to 1 along both axes. Coordinate pairs (s,t), which are not necessarily limited to this range, are used to index the texture.
To define a mapping, texture coordinates (a,b,c) are assigned to the vertices of a geometric primitive (A,B,C); this process is call parameterization. FIG. 2 shows a parameterized triangle and how the parameterization defines the mapping between coordinate systems.
Next, the current texture matrix transforms the texture coordinates. This matrix is a standard 2D transformation matrix. Thus, the (s,t) pair is treated as a 2D point and is transformed accordingly.
The final step generates s and t at every pixel center inside a geometric primitive by interpolating between the vertex texture coordinates during the scan conversion process. Many prior art graphic systems use hardware to linearly interpolate texture coordinates.
Referring now to FIG. 3a, the field definitions within an input texture map coordinate 301 are illustrated. Such a texture map coordinate 301 is used to define s or t positions within a texture map. One coordinate is associated with the s direction; another coordinate is associated with the t direction. Several fields are provided within each texture coordinate 301. An iteration field 302 is used to maintain fractional accuracy in positioning texture coordinates as they are iterated across a surface. The coordinate fraction field 303 defines a location associated with a particular texel with a texture map. Since a texture map is defined as a coordinate region from zero to one, coordinate fraction 303 defines a fractional value. Thus, the binary point 306 for the coordinate 301 is located just above the highest order bit of the coordinate fraction field 303. Field 305 represents actual texture map address bits. Field 304 represents fractional address bits; it is used to blend the value of texels at adjacent addresses. Fields 304 and 305 can be adjusted in length, thereby providing a means for variably scaling the accuracy and storage requirements of the applied texture. Values stored to the left of binary point 306 represent integer values outside the defined range of a texture map. Thus, a field called outside map factor 307 is defined at a position to the left of the binary point as shown in FIG. 3a. Field 307 is used to support clamping and a multi-pass technique for tiling large texture maps. This field expands the address space of textures beyond the zero to one coordinate range stored in a hardware texture map. A sign bit 308 completes the field definition for coordinate 301 by indicating a negative or positive coordinate value.
In the preferred embodiment of the present invention, the length (d) as shown in FIGS. 3a and 3b represents a 24 bit value. The length (b) of coordinate fraction 303 is 16 bits in the preferred embodiment. The length (a) of the outside map factor field 307 is seven bits in the preferred embodiment and iteration field 302 is 12 bits wide (length c) in the preferred embodiment. It will be apparent to those skilled in the art that other field widths may be defined and used without departing from the scope of the present invention.
Texture coordinates 301 such as those depicted in FIG. 3b are processed by the Span Processors (SP) 120 as shown in FIG. 1. Once processing by the SPs has been completed, the most significant 24 bits of the coordinate are passed to one of a plurality of Image Engines 121 after being manipulated by a Span Processor. The output coordinate 311 passed to an Image Engine 121 is illustrated in FIG. 3b.
Using the architecture described above, a means for applying texture to pixels that are outside the range of a texture map can be implemented in each of the span processors 120. Each span processor 120 provides three display modes for pixels outside the range of a texture map. The first mode is the prior art repeat mode. In repeat mode, the texture for an out of range pixel is repeated in either the s or t directions independently. In this mode, the span processor 120 is not required to perform any special processing. Instead, the texture coordinate is passed unmodified to one of the plurality of image engines 121.
The second and third texture mapping modes improve over the prior art by providing a means for controlling texture mapping of pixels outside the range of the texture map. The second texture mapping mode provided by the present invention allows pixels outside the range of the texture map to be set to a value corresponding to pixels on a corresponding border of the texture map. The border texture values are thus smeared across the pixels outside the texture map range. This mode, called clamping, allows out of range pixels to be set to a border texture value thereby preventing the repetition of the texture map pattern over the out of range pixels.
The third texture mapping mode provided by the present invention allows a particular s,t texture coordinate range to be enabled for texturing. Pixels outside the selected coordinate range are not modified by texture processing. In this way, a particular region of an image can be targeted for texturing while texturing of areas outside the selected region is suppressed. This third mode, called select mode, is particularly useful for applying decals to an existing image. Select mode allows the representation of an image n times larger than the storable texture size.
The clamping and select texture modes of the present invention are implemented by special hardware in each span processor 120 and processing logic executing within a processor in each span processor 120. Referring now to FIG. 4, the internal hardware of each span processor 120 is depicted. Span processor 120 includes mask registers 430 and 431 and compare registers 432 and 433. Mask registers 430 and 431 are provided to adjust the size of the address space extending beyond the space of the stored texture map. By masking off bits of the outside map factor field 307, the address space may be so adjusted. Compare registers 432 and 433 are provided to specify a select address range in select mode. Processor 140 is provided for executing microcode within span processor 120. Mask register 430 and compare register 432 are used by the processing logic of the present invention for manipulating the s component of a texture coordinate. Mask register 431 and compare register 433 are used by the processing logic for manipulating the t component of a texture coordinate. These registers are used by the processing logic within a span processor 120 as described below.
Referring to FIGS. 5a and 5b, flow charts are employed to best illustrate the processing logic used to implement the display modes of the present invention. This processing logic is embodied within microcode in the span processors 120 of the scan conversion subsystem 111. As display objects are decomposed into individual pixels by the polygon engine and the area engine, individual pixel coordinates are supplied to each span processor 120 and provided as input to the processing logic contained therein. Span processor 120 microcode controls the activation of the logic illustrated in FIGS. 5a and 5b. Once activated, this processing logic begins execution starting at a bubble labeled start 501 illustrated in FIG. 5a. The input coordinate, of a form similar to that described in relation to FIG. 3a, is retrieved. The outside map factor field and the sign bit of the input coordinate is obtained at processing block 502. Next, a mask value is obtained from mask register A (430) or mask register B (431). Mask register A is used for an s direction coordinate. Mask register B is used for a t direction coordinate. The mask value thus obtained is applied to the value obtained from the outside map factor field. These two values are anded together to produce a masked value (processing block 503). A comparison value is retrieved from compare register A (432) or compare register B (433). Compare register A is used for s direction coordinates and compare register B is used for t direction coordinates. The compare value obtained from a compare register is tested against the masked value produced in processing block 503. The result of this test determines whether or not an input coordinate is within a particular s,t coordinate range in which texturing is enabled. If the masked input coordinate is not equal to the value stored in a compare register (decision path 508), the input coordinate is not within a selected s,t coordinate range. It is thus necessary in this case to suppress the drawing of the textured pixel at this coordinate. Texture suppression is performed by generating a kill bit 310 for this coordinate (processing block 509) in the coordinate output word. The coordinate output word 311 is illustrated in FIG. 3b. The kill bit 310 acts as a texture supression indication. The kill bit 310 is generated by setting the sign bit of the 24 bit coordinate output word. Processing then continues at the bubble labeled B as shown in FIG. 5b.
Referring now to FIG. 5b, the coordinate output word with a kill bit indicated in the sign bit position is output to an image engine at processing block 522. The image engine uses the kill bit indication to suppress the application of texture associated with the output coordinate. Processing for the present invention within span processor 120 then terminates at the bubble labeled exit 526 as illustrated in FIG. 5b. Referring again to FIG. 5a, at decision block 505, decision 510 is taken if the masked value is equal to the value retrieved from a compare register. In this case, the input coordinate is within a selected texture coordinate range. At processing block 506, the input coordinate outside map factor bits 307 are tested with zero. If the outside map factor value is equal to zero, processing path 511 is taken to the bubble labeled B as shown in FIG. 5b where the coordinate is sent on to an image engine (processing block 522). If, however, the outside map factor is non-zero (processing path 512), processing continues at the bubble labeled A as illustrated in FIG. 5b. In this case, the input coordinate is located at a position outside the range of a texture map. In this case, clamping logic is used to determine how to apply a texture to a pixel outside of the texture map coordinate range. Referring now to FIG. 5b at decision block 520, the sign bit of the input coordinate is tested for zero. If the sign bit of the coordinate is equal to zero, a positive coordinate value is present. The positive coordinate value combined with the non-zero outside map factor value indicates that the input coordinate is located beyond the positive range of the texture map. In this case, the coordinate fraction field of the input coordinate is set to a value corresponding to the most positive address value of the texture map. In the preferred embodiment, this most positive address value corresponds to all ones (i.e. a value of FFFF in hexidecimal) (processing block 524). This action of setting the coordinate field to all ones operates to clamp the texture value of the out of range pixel to the value stored at the most positive border of the texture map. Once this clamping has occurred, the coordinate is sent to the image engine at processing block 522. Referring again to decision block 520, processing path 525 is taken if the input coordinate is negative. In this case, the input pixel is located beyond the least positive or zero border of the texture map. The coordinate fraction field of the input coordinate is therefore set to all zeros (processing block 521). The negative input coordinate is thereby clamped to the zero border of the texture map. The coordinate is then sent to the image engine at processing block 522. Processing for the present invention then terminates at the bubble labeled Exit 526 as shown in FIG. 5b.
The present invention is particularly useful for manipulating a texture space comprising multiple sets of texture maps. Such a multiple map configuration is denoted "tiling". An example of tiling is illustrated in FIG. 6. Referring to FIG. 6, a texture space 601 is illustrated. Texture space 601 is made up of individual texture maps (i.e. tiles), such as texture map 602. Each individual texture map 602 defines point texture (i.e. texels) within the boundary of the map 602. The boundaries of each texture map 602 are defined by the number of data bits provided in the coordinate fraction field 303 of a texture coordinate. As described above, these boundaries define a coordinate ranging from 0 to 1.
In order to access texture space outside of a particular texture map 602, some means for extending the addressable range of a texture coordinate must be provided. The present invention provides this means, thereby allowing access to the entire texture space 601. The select mode of the present invention is particularly useful for this purpose. Referring again to the example shown in FIG. 6, borders 603 and 604 define a rectangular region 610 of texture space in which four rows 605 and four columns 606 of individual texture maps 602 are contained. Three other rectangular regions 611, 612, and 613 of a configuration identical to rectangular region 610 are adjacently included to complete the texture space 601 of the example in FIG. 6. Rectangular regions 611, 612, and 613 are repetitions of the space within rectangular region 610. Thus, a texture coordinate defined in map 602 may be repeated in regions 611, 612, and 613.
The outside map factor field 307 in the texture coordinate of the present invention can be used to define the dimension of a rectangular region and to access one of the rows or columns of a rectangular region of texture space. Since the example of FIG. 6 has four rows or four columns, two bits in the outside map factor field 307 can be used to define one of four rows or one of four columns. It will be apparent to those skilled in the art that a greater or lesser number of bits may be used to define a texture space of a greater or lesser dimension. If two bits in the outside map factor field 307 are used to specify one of four rows or columns of texture maps, the masks contained in mask registers 430 and 431 are used to masks off bits of the outside map factor field 307 other than the least two significant bits. In this manner, the masks can be used to adjust the dimension of a rectangular region texture space in increments of powers of two. Thereafter, the compare registers 432 and 433 can be used to specify a particular map row or column.
To support blending of textures between multiple texture maps, the Image Engine of the present invention stores each texture map as an [m+2] by [n+2] texture array where m and n represent the number of texels in a row and a column of the texture map. The additional texels allow storage of neighboring texture map samples on all sides of the texture map. These samples may be neighbor texture map values or a border value. By storing neighbor samples, adjacent texture maps in a texture space may be blended together without creating a seam between maps.
It will be apparent to those skilled in the art that the clamping and select modes of texture mapping may be equally applied to an embodiment employing multiple component texture maps. In these systems, a plurality of texture maps are used for applying texture to input pixels. It will also be apparent to those skilled in the art that the clamping mode and the select mode of the present invention are independent modes. The two modes need not be implemented together in a single system. Either mode may be implemented as taught herein without requiring implementation of the other mode.
Thus, a means and a method for specifying and controlling a display range in which a specified form of texture mapping is applied or suppressed.
Although the invention has been described herein with reference to a specific embodiment, many modifications and variations therein will readily occur to those skilled in the art. Accordingly, all such variations and modifications are included within the intended scope of the present invention as defined in the following claims.
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text:
I starting practicing on making the cows for my cow cake. My question is how long can you keep fondant figures? I used Wilton Fondant from the box. Thank you and happy decorating
1 reply
I think they will last a VERY long time. I would keep them out of the natural light...keep in a dark place so the colors won't fade.


text:
[preface: this opinion is my own, and assumes that the posted CPU info here is correct.]
Apparently a twitter leak revealed that the GSII CPU is the Qualcomm APQ8060, which some of you may remember as a spec I posted in regards to the Sensation XE & HTC Jetstream Tablet here. Apparently it's the same CPU, and I'm not thrilled. The CPU in the version already available is an ARM Cortex A-9 which I would dare say stands up a bit better against the APQ8060. I'm really surprised at this, and feel that it's a cost-cutting move done to get the Samsung GSII in TMOUS hands. I can understand that, but really at this point it makes the phone definitely inferior to the upcoming Sensation XE.
Oh yeah, I'm also not that big of Samsung mobile phone fan ;)
This discussion has been inactive for over a year.
You may get a better answer to your question by starting a new discussion.


text:
Indian Meadows (GNIS FID: 177127) is a populated place located in Larimer County at latitude 40.701 and longitude -105.552.
The elevation of Indian Meadows is 7,031 feet. Indian Meadows appears on the Rustic U.S. Geological Survey Map. Larimer County is in the Mountain Time Zone (UTC -7 hours).
Larimer County: Cities & Towns | ZIP Codes | Features (airports, churches, hospitals, etc.)
BIG Map |
Driving Directions |
Data Source - USGS GNIS FID: 177127
BOUNDARY MAPS: Livermore Division | Larimer County
Rustic, CO
(1.4 miles W)
Glen Echo, CO (1.9 miles W)
Goodell Corner, CO (2.7 miles NNW)
Eggers, CO (3.4 miles E)
Idylwilde, CO (5.5 miles W)
Stove Prairie Landing, CO
(8.7 miles E)
Box Prairie, CO (9.3 miles SSE)
Mishawaka, CO (9.8 miles E)
Kinikinik, CO (9.8 miles W)
Spencer Heights, CO (12.3 miles W)


text:
Which of these stars is taller than the other? Test your knowledge in our tricky 'celebrity heights' quiz
Celebrities, eh? They look so tall when they're strutting down the red carpet in their six-inch heels.
Could it be really over?
Fans say singers 'could be sisters'
Remember the days when The X Factor was just about the music?
Things aren't looking good for former X Factor star Cher Lloyd.
There can be only one winner!