1. Graphics Questions...

1) Has anyone come up with a way to do speedy graphics in Euphoria in a
graphics mode other than 320x200x256?

2) Does anyone know if you can access graphics memory linearly in a mode
other than 320x200x256 (i.e. is there a counterpart to #A000 for another
graphics mode)?

3) No matter what mode I put my graphics card into, the video_config
function tells me that I only have 1 page of graphics memory. Is this
typical, or is something amis with my graphics card? It is a S3 PCI SVGA
card with 1 meg of memory, so I figure it must have multiple pages of
memory in at least the low-resolution graphics modes.

Thanks,
John DeHope

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2. Re: Graphics Questions...

=3) No matter what mode I put my graphics card into, the video_config
=function tells me that I only have 1 page of graphics memory. Is this
=typical, or is something amis with my graphics card? It is a S3 PCI SVGA
=card with 1 meg of memory, so I figure it must have multiple pages of
=memory in at least the low-resolution graphics modes.

I don't think the
fact you only have one video page should be an impediment. You could
always maintain virtual pages using memory (courtesy of Euphoria's memory
allocation commands) or saving virtual pages to the hard drive (slower
save and retrieval but you can store more than what you could in memory).

David Gay
http://www.geocities.com/SiliconValley/Vista/4346
"A Beginner's Guide To Euphoria"

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3. Re: Graphics Questions...

> I don't think the
> fact you only have one video page should be an impediment. You could
> always maintain virtual pages using memory (courtesy of Euphoria's
> memory
> allocation commands) or saving virtual pages to the hard drive (slower
> save and retrieval but you can store more than what you could in
> memory).

This is 100% OK in 320x200x256 mode, because we can blast data from
memory to the screen. But I don't know how to get a bitmap from memory
to the screen in, say, mode 261. And 1024x768x256 is my target. I know I
could store the bitmaps as Euphoria sequences and use pixel() to do the
work for me. But I need to draw sprites, not tiles. I guess I could just
cycle through every pixel in a bitmap and say something like

if bitmap[x][y] != 0 then
        pixel({x,y},bitmap[x][y])
end if

Do you think this could be reasonably fast? I am skeptical. Maybe I will
try it and see how quickly it goes. If it is too slow I might HAVE to
use mode 19, and that would really stink!

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