1. Ongoing Graphics Woe...
- Posted by John DeHope <jwap at SOUTHEAST.NET> Aug 17, 1997
- 695 views
Well I tried a generic bitmap-drawing procedure that looks like this: procedure my_display_image(sequence l, sequence b) atom offx, offy offx = l[1] - 1 offy = l[2] - 1 for x = 1 to length(b) do for y = 1 to length(b[x]) do if b[x][y] != 0 then pixel(b[x][y],{l[1]+x,l[2]+y}) end if end for end for end procedure But it was too slow. I still need to write a routine that does this quickly in 1024x768x256 graphics mode. Anybody have any ideas on how to do this? John DeHope
2. Re: Ongoing Graphics Woe...
- Posted by Ralf Nieuwenhuijsen <nieuwen at XS4ALL.NL> Aug 17, 1997
- 707 views
> But it was too slow. I still need to write a routine that does this > quickly in 1024x768x256 graphics mode. Anybody have any ideas on how to > do this? You should not use pixel... The video memory of that video mode is also #A0000, however it is not linear anymore.. (problem).. but with a asm-drawing routines that use bank wisely( unlike Euporia's pixel)... that is draw everything in memory and then copy the total to the screen (you want to do this anyway...against flickering) when copying it draws the first section and then it banks to the next.. (only once..not for EVEYY pixel in an other section) then it draws the next section...etc The next time you draw it starts at the section it has visited the last time (no backing required thus) and steps backwardly through the sections... It's the fastest method i know...however some talked about DMA-pixel routines..i dunno if they work with SVGA..i dunno anything about DMA (except that it means direct memory access) Hope this helps..(and that some ASM-programmer want to code this...if so.. please like the structure of the extended-memory-copy by Micheal Bolin...it has the fastest possible interface with the command buffers) Ralf -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ~~~~>> Ralf Nieuwenhuijsen <<~~~~ ~~~>> nieuwen at xs4all.nl <<~~~~