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From: WolfWings ShadowFlight <wolfwings@lightspeed.net>
To : ggi-develop@eskimo.com
Date: Mon, 6 Jul 1998 00:31:50 -0700 (PDT)
Re: kgicon difficulties |-< (and new tarballs |->)
On Sun, 5 Jul 1998, KC5TJA wrote:
>> They aren't foreign to *VGA*, at least not anymore - all modern
>> SVGA cards do chunky pixels. Both memory layout have advantages and
>
>Yes, I know; however, they've been doing planar graphics for much longer
>than they've been doing chunky (in the EGA).
Heh, wrong actually. }:>
CGA: Chunky 2-bit graphics/4-bit pseudo-graphics (the infamous 160x100)
Tandy: Chunky 4-bit graphics. (160/320/640x100/200)
EGA, and the backwards-compatable video modes on the VGA are pretty much
the only planar video modes ever intended, the "Mode-X" is actually a bug
that's generally available, many cards that used fancy hardware couldn't
do it, for instance.
>> disadvantages. Planar layouts lend themselves well to things like
>> hardware scissors, alpha channels, multiple independent overlapping
>> playfields, and in general any situation where each pixel contains more
>> information than just its color. This lets you modify only the info you
>
>Planar display systems tend to use less hardware as well, so they cost
>less. Furthermore, bitplanes also use less memory than chunky modes, for
>the same reasons you mention above: you can exclude information you don't
>need.
Quite true, the same blitter chip, with a tiny "wrapper" can handle any
number of bit-planes, as to it, the memory layout doesn't change, it's
just sent off to blit various strips from here and there in memory.
>>want, without having to touch the other stuff. However, one of the main
>>drawbacks of planar layouts is that they are considerably slower when it
>>comes to rapid software pixel-setting of the whole framebuffer.
This simply isn't true if you design the conversion process properly. I
know, I've seen it done well. No, it's not a quick-and-dirty programming
job, it takes a good programmer to do it well.
Hell, I can post a whole design document on doing all sorts of planar
graphics, I've seen and done blitters that blit texture-mapped polygons on
a 16-color VGA screen before, you just can't think of single pixels at a
time, that's the trick. }:>
>Again, direct CPU intervention is the answer... :)
No, a CPU for the blitter, with maybe 4k or 8k of memory for program code
is the real answer. }:> I mean, if someone can make a complete 3D
landscape and fire routine in 256 bytes on an x86 CPU, including the
palette, even a 2k code buffer would be large enough for all but the
fanciest games.
_
_ _|_ WolfWings ShadowFlight
| | | | | | | | wolfwings@lightspeed.net
| | | | | | | | "Love is a bird,
|_|_| |_|_| | | She needs to fly...
_ / Let all the hurt,
\-.______,-' Inside of you die..." - Madonna, Frozen
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