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Article #296Re: Dave 'n' Josh
From: sl8nl
Date: Fri, 31 Jul 1992 19:39
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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Path: arc1-ca.pugleaf.net!sparky!uunet!usc!sdd.hp.com!zaphod.mps.ohio-state.edu!caen!hellgate.utah.edu!cc.usu.edu!sl8nl 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 Lines: 29