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Article #374Re: Dave 'n' Josh
From: Paul Steffen
Date: Sat, 01 Aug 1992 04:33
Date: Sat, 01 Aug 1992 04:33
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In article <1992Jul31.133908.57729@cc.usu.edu> sl8nl@cc.usu.edu writes: >> 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. No, you can't get out of interleaved bitplanes on the Amiga. However, you can use the Amiga's Copper coprocessor to update the background color register on a blank screen every 4 cycles which means each pixel corresponds to a word in memory containing any of 4096 colors. Unfortunately with rather low horizontal resolution... > >> 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? Yes. I can't seem to recall reading about the algorithm anywhere else [i.e. SIGGRAPH] but I think it came to me when a friend and I were coming up with ideas for a hypothetical video coprocessor and I saw extremely smooth scaling in a Sega arcade game. I imagine this is the method implemented in hardware. > >Josh > > STratoHAKster/TPPi
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arc1-ca.pugleaf.net!sparky!uunet!cs.utexas.edu!qt.cs.utexas.edu!yale.edu!yale!mintaka.lcs.mit.edu!hal.gnu.ai.mit.edu!psteffnReferences:
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!cs.utexas.edu!qt.cs.utexas.edu!yale.edu!yale!mintaka.lcs.mit.edu!hal.gnu.ai.mit.edu!psteffn From: psteffn@hal.gnu.ai.mit.edu (Paul Steffen) Subject: Re: Dave 'n' Josh Message-ID: <1992Aug1.043336.240@mintaka.lcs.mit.edu> Sender: news@mintaka.lcs.mit.edu Organization: /etc/organization References: <1992Jul30.135354.57676@cc.usu.edu> <1992Jul31.042458.12421@mintaka.lcs.mit.edu> <1992Jul31.133908.57729@cc.usu.edu> Date: Sat, 1 Aug 1992 04:33:36 GMT Lines: 35