Exotica, DirectX & Neil

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Hi Todd and Talvitie,

First, thanks to Talvitie for posting the Neil example of directly writing
to the screen.  I was going to post but you beat me to it.  blink  Neil2 has
a new routine called convert_pixels which takes a source address of
poke4'd (32-bit color) data and converts it to any bit depth
(8,15,16,24,32) to a destination address (usually a virtual screen).

I plan to someday add DirectX support to Neil2, by way of either Todd's
library or raw dll calls.  Neil2 forces double-buffered display so now the
programmer must call update_screen or update_area before graphics
operations become visible on the screen.  Under DirectX this would be
optimally accomplished by using a secondary surface in video ram that
would be used as the back buffer.  If Neil2 can get the address of that
secondary surface, it could wrap it in a virtual screen and use it
directly in all the blit operations.  The update_screen procedure would
only then have to tell directX to copy that surface to the visible part of
video memory, which could possibly be accelerated depending on the
hardware capability.

Unfortunately, my current development machine has Windows 2000 which
doesn't appear to work with my graphics card... poop.  I plan on adding
DIB support in a Window under win32, which I can run using exw in
Wine under Linux.

Later,
 _______  ______  _______  ______
[    _  \[    _ ][ _   _ ][    _ ]
[/| [_] |[/| [_\][/ | | \][/| [_\]
  |  ___/  |  _]    | |     |  _]
[\| [/]  [\| [_/] [\| |/] [\| [_/]
[_____]  [______] [_____] [______]
xseal at harborside.com  ICQ:13466657
http://www.harborside.com/home/x/xseal/euphoria/

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