1. Project K idea...
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Lewis, and others on project-
I think we should reconsider what graphics library we should use. Neil =
is great, and I agree with that, but is a pain in the butt to make it go =
fast. When drawing big images, using the #RRGGBB format, it has to =
convert it to a sequence of {byte1,byte2}. I'm gonna try to take Pete =
Eberlein's svgalib library and see if I can make like a =
RRGGBB_to_16bit() type of functions, and have colors with values like =
{67,146}, instead of something like 53967266. Whether or not we use it =
in the game, I'm gonna do it for myself anyway, or if you think its a =
good idea, let me know. It will be a lot like Neil, but hopefully =
faster.
Mike Hurley
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<DIV><FONT size=3D2>Lewis, and others on project-</FONT></DIV>
<DIV> </DIV>
<DIV><FONT size=3D2>I think we should reconsider what graphics library =
we should=20
use. Neil is great, and I agree with that, but is a pain in the =
butt to=20
make it go fast. When drawing big images, using the #RRGGBB =
format, it has=20
to convert it to a sequence of {byte1,byte2}. I'm gonna try to =
take Pete=20
Eberlein's svgalib library and see if I can make like a =
RRGGBB_to_16bit() type=20
of functions, and have colors with values like {67,146}, instead of =
something=20
like 53967266. Whether or not we use it in the game, I'm gonna do =
it for=20
myself anyway, or if you think its a good idea, let me know. It =
will be a=20
lot like Neil, but hopefully faster.</FONT></DIV>
<DIV> </DIV>
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2. Re: Project K idea...
- Posted by Pete Eberlein <xseal at HARBORSIDE.COM>
Sep 19, 1999
-
Last edited Sep 20, 1999
> I think we should reconsider what graphics library we should use.
> Neil is great, and I agree with that, but is a pain in the butt to
> make it go fast. When drawing big images, using the #RRGGBB format,
> it has to convert it to a sequence of {byte1,byte2}.
Right. Converting the memory-efficient #RRGGBB sequence format to 16-bit
is notoriously slow. This is because Euphoria doesn't have intrinsic
bit-shifting operators, so I have to use multiplication and integer
division to put the bits in the proper place. Neil2 will (actually, has)
a routine that can convert from #RRGGBB to any bit depth written in
machine code with bit shifting - very fast. Unfortunately the interface
sucks, the #RRGGBB must already be in memory and the destination is memory
as well. If you can poke the pixel data to memory as you create it, it
can be converted and moved directly to a virtual screen. The routine is
called "convert_pixels".
> I'm gonna try to take Pete Eberlein's svgalib library and see if I can
> make like a RRGGBB_to_16bit() type of functions, and have colors with
> values like {67,146}, instead of something like 53967266.
I've already written that function mentioned above... but what do you mean
colors like 53967266? The maximum number of true colors is
24million-something. If you mean the hexidecimal format of true colors is
confusing: think like the colors in HTML, only tack on # sign on the
front.
> Whether or not we use it in the game, I'm gonna do it for myself
> anyway, or if you think its a good idea, let me know. It will be a lot
> like Neil, but hopefully faster.
> Mike Hurley
Later,
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