parallelism inherent in the RealityEngine design.  Triangle meshes need only include
four triangles at a time to achieve optimal system performance,
Polygon Function Display Modes Performance
Meshed triangles per second falt,shaded, Z-buffered, anti-aliased 1,1M
Textured, Gouraud shaded, lit, Z-buffered, anti-aliased 600K
Independant triangles per second Textured, Gouraud shaded, lit, Z-buffered, anti-aliased 350K
Polylines per second anti-aliased 1.2M
Points per second anti-aliased 1.5M

Objects may be transformed into any orientation, location, or size with transformation
matrices. When creating a display list with hundreds, or even thousands, of objects,
each object could potentially have multiple transforms specifying its form and
location.  These transformations are input by means of Graphics Library (GL) calls,
which set up 4x4 matrices to multiply against the current matrix stack.

5.6.4 Color
There are several ways to specify colors.  For compatibility with older software, a color
index mode allows an integer index value to point into a fixed size table with 30-bit
color values (10-bits each for R,G, and B).  More common is the use of fully specified
Red, Green, and Blue (RGB) values for each color as it is set.  Each component of the
RGB color may have either 8-bits for 24-bit "true color", or, for more exacting
applications, such as image processing, 12-bits per component for 36-bit color and an
even wider dynamic range.  RealityEngine is the only general purpose graphics system
with this 12-bit per component capability.


There is virtually no penalty for performing smooth shading on objects rendered with
RealityEngine.  The Gouraud shading algorithm shades the surface of each polygon
using the current lighting model smoothly.  This provides for clean, non-faceted
rendering of complex objects in real-time, and may be combined with transparency
and texture for even more advanced rendering effects.

Color Interpolation

When performing Gouraud shading, the Image Engines interpolate a color value for a
given pixel within a polygon to enable smooth pixel-to-pixel color transitions.
Advanced lighting models enable the display of surface highlights and lighting
features such as time-of-day or local light sources such as headlights or flares.