Article View: rec.games.programmer
Article #289Re: Dave 'n' Josh
From: Paul Steffen
Date: Fri, 31 Jul 1992 04:24
Date: Fri, 31 Jul 1992 04:24
15 lines
1186 bytes
1186 bytes
I don't know if Josh mentioned this on his explanation of real-time perspective mapping [scaling/rotation] but the way to get speed is to store the image to be scaled in a format where each pixel is a byte. An 80x80 pixel bitmap is simply a 6400 byte 2 dimensional array. As your scanning algorithm scans the array and stores each pixel it is stored as another table where you then convert back to interleaved for screen memory. I hear that PC VGA stores each pixel as a byte, anyway, so this might be necessary only on Atari ST or Amiga [advantages outweigh for the latter two]. I think I posted about texture mapping about a year ago in alt.sys.amiga.demos or comp.sys.amiga.programmer. STratoHAK/TPPi
Technical Details
Message-ID:
<1992Jul31.042458.12421@mintaka.lcs.mit.edu>Path:
arc1-ca.pugleaf.net!sparky!uunet!dtix!darwin.sura.net!jvnc.net!yale.edu!yale!mintaka.lcs.mit.edu!hal.gnu.ai.mit.edu!psteffnReferences:
<greg.712516168@duke> <1992Jul30.135354.57676@cc.usu.edu>Show Full Headers
Complete Article Headers
Path: arc1-ca.pugleaf.net!sparky!uunet!dtix!darwin.sura.net!jvnc.net!yale.edu!yale!mintaka.lcs.mit.edu!hal.gnu.ai.mit.edu!psteffn From: psteffn@hal.gnu.ai.mit.edu (Paul Steffen) Newsgroups: rec.games.programmer Subject: Re: Dave 'n' Josh Message-ID: <1992Jul31.042458.12421@mintaka.lcs.mit.edu> Date: 31 Jul 92 04:24:58 GMT References: <greg.712516168@duke> <1992Jul30.135354.57676@cc.usu.edu> Sender: news@mintaka.lcs.mit.edu Organization: /etc/organization Lines: 15