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Article #296

Re: Dave 'n' Josh

#296
From: sl8nl
Date: Fri, 31 Jul 1992 19:39
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> 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

I forgot to say that, but that is how the routine expects it.

> 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,

Yeah, it does.  At least in the 256 color modes.

> anyway, so this might be necessary only on Atari ST or Amiga [advantages
> outweigh for the latter two].

True, this must be done as a linear byte-by-byte organization technique,
but a friend told me it was possible to have an image like that on the
Amiga.  I can't speak of the ST, though.

> I think I posted about texture mapping about a year ago in alt.sys.amiga.demos
> or comp.sys.amiga.programmer.


Same type of system?

Josh
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Message-ID: <1992Jul31.133908.57729@cc.usu.edu>
Path: arc1-ca.pugleaf.net!sparky!uunet!usc!sdd.hp.com!zaphod.mps.ohio-state.edu!caen!hellgate.utah.edu!cc.usu.edu!sl8nl
References: <greg.712516168@duke> <1992Jul30.135354.57676@cc.usu.edu> <1992Jul31.042458.12421@mintaka.lcs.mit.edu>

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From: sl8nl@cc.usu.edu
Newsgroups: rec.games.programmer
Subject: Re: Dave 'n' Josh
Message-ID: <1992Jul31.133908.57729@cc.usu.edu>
Date: 31 Jul 92 13:39:07 MDT
References: <greg.712516168@duke> <1992Jul30.135354.57676@cc.usu.edu> <1992Jul31.042458.12421@mintaka.lcs.mit.edu>
Organization: Utah State University
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