1. GFX and SVGA
- Posted by Cameron Kaiser <spectre at WWW2.BUOY.COM> Sep 08, 1997
- 691 views
This goes to Ralf, plus anyone else who has fiddled with his GFX lib. I think the library itself is very lucid and at least in VGA runs exceptionally fast. However, the application I'm working on needs SVGA. I understand that the speed loss could be attributed to no DMA for it in the library. What I'm asking is, is there the possibility to hack it to write directly to the SVGA video matrix, and is there better support for it (will there be?) in nextGFX? I think the library is wonderful; with some updating it could be a very powerful starting point for game apps. Thanks, -- Cameron Kaiser http://www.sserv.com/ spectre at sserv.com --
2. Re: GFX and SVGA
- Posted by Pete Eberlein <xseal at HARBORSIDE.COM> Sep 08, 1997
- 675 views
Cameron Kaiser wrote: > > I think the library itself is very lucid and at least in VGA runs exceptionall y > fast. However, the application I'm working on needs SVGA. I understand that > the speed loss could be attributed to no DMA for it in the library. What > I'm asking is, is there the possibility to hack it to write directly to the > SVGA video matrix, and is there better support for it (will there be?) in > nextGFX? I'm willing to code a SVGA ememcopy routine when I have time. I've also been working on one for modeX. I've been playing around with a library that supports many different graphics resolutions all based on unchained planar mode 13. It should be released soon. -- _____ _____ _____ ________ /\ \ /\ \ /\ \ / \ \ / \____\ / \____\ / \____\ / _ \____\ / / ___/_ / /____/ / / ___/_ / / \ |____|/ / /\____\ / \ \ / / /\____\ \ \_/ / / \ \/ / ___/_\ \ \ \ \/ / ___/_ \ /____/ \ / /\ \\/\ \ \ \ / /\ \ \ \ \ \ \/ \____\ \ \ \ \ \/ \____\ \ \ \ \ / / \ \____\ \ / / \ \____\ \ / / \ / / \ / / \ / / \ / / \/____/ \ / / \/____/ \/____/ \/____/
3. Re: GFX and SVGA
- Posted by Ralf Nieuwenhuijsen <nieuwen at XS4ALL.NL> Sep 09, 1997
- 665 views
--------------DE124BA892CC802AD979241B I will answer to Cameron's question about svga & nextGFX and will tell the new options.. also some small part of the code is in nextgfx.zip included. Only for the curious.. and for all you benchmarkers... (please look at it and search for points that can be speeded up... some of you are really good at code optimizing) -- Now you know what this long mail is about.. you can either skip it or read it.. -- Cameron Kaiser wrote: > I think the library itself is very lucid and at least in VGA runs > exceptionally > fast. However, the application I'm working on needs SVGA. I understand > that > the speed loss could be attributed to no DMA for it in the library. > What > I'm asking is, is there the possibility to hack it to write directly > to the > SVGA video matrix, and is there better support for it (will there be?) > in > nextGFX? Yes, there will be, consider the svga to consist of different parts.. parts of dimensions we can handle (like 320*200)... When we go to another section of the screen we have to do an interrupt, this slows it down a bit. It some1 could tell us how to do a dma-pixel or a dma-banking, please do. However it will still be faster than Euphoria's built in pixel routine, cause it will do the interrupt for every pixel that's not it the begin section. And we can now use e_mem_copy, this means we can do the see-through effect *very* fast... All of these new tricks and techniques will be there because of Pete Eberlein & Micheal Bolin. I am only writing the most flexible & fastest interface possible for most purposes.... the new command list concept will able us to do some preparations so when we actually have to execute the commands, it will be lightning fast.... :) Althrough i can now use the see-through memory copy, i will also support compiled sprites. The new compiled sprites totally split it up in different sections (some small stuff poked (faster), some big stuff memory copied and some stuff with see-through effect memory copy), there we also be an option to compile the sprites to a plotting script.. we can draw it at any size we want. This is very good for font-systems :) If nextGFX is done i will create a font-library using nextGFX, and maybe also an window-library... (with the virtual screens and stuff this should be fairly easy) > I think the library is wonderful; with some updating it could be a > very > powerful starting point for game apps. nextGFX can be expanded with your own routines very easily... and so it can have a lot of different purposes... It will consist of three parts... + AllModes.E (Video Modes DataBase, Command List Environment & Executor, Basic Graphics Stuff) + nextGFX.E (virtual screens, sprites, video mode selection, etc.) + gameFX.E (real collision detection, maps, acitvating sprites, compressed sprite & screens & map to a file, AI, etc.) The real collision detection will detect collision to pixel level.. but it will also give to relative distance... (howmany sectors away) The map engine will use sectors... with the rule that everything on your current sector and neighbour sectors will be activated.... AllModes.E is general purpose graphix lib nextGFX.E is used for advanced managing of screens & sprites, etc. (and will use allmodes.e built in scripting & executing tools...) gameFX.E is specially for most if not all types of games... I hope i have informed you enough to avoid any rising questions.. Please e-mail me if you want me to clear some part of this up. I've attached the part of code i already have.. take a look if you want.. it includes a test.... :) (It will only copy a virtual screen to the monitor 1000 times to measure the framerate) Ralf Nieuwenhuijsen nieuwen at xs4all.nl --------------DE124BA892CC802AD979241B Content-Transfer-Encoding: x-uuencode Content-Disposition: inline; filename="Nextgfx.zip"