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Article #380Re: Dave 'n' Josh
From: sl8nl
Date: Sat, 01 Aug 1992 18:15
Date: Sat, 01 Aug 1992 18:15
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>>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... Now that I think about it, I believe that was something towards what he said. Then again, with the introduction of the Amiga's 256 color chip... >>> 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. Things like that are typically implemented in the hardware. I tried to pull it off in a standard IBM VGA mode (320x200x256). It flickered badly. I then moved to the tweaked VGA modes (such as 320x200x256x4 pages). I was able to pan the screen smoothly in all four directions without a flicker. Take care, Josh
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Path: arc1-ca.pugleaf.net!sparky!uunet!caen!hellgate.utah.edu!cc.usu.edu!sl8nl From: sl8nl@cc.usu.edu Newsgroups: rec.games.programmer Subject: Re: Dave 'n' Josh Message-ID: <1992Aug1.121552.57756@cc.usu.edu> Date: 1 Aug 92 12:15:52 MDT References: <1992Jul30.135354.57676@cc.usu.edu> <1992Jul31.042458.12421@mintaka.lcs.mit.edu> <1992Jul31.133908.57729@cc.usu.edu> <1992Aug1.043336.240@mintaka.lcs.mit.edu> Organization: Utah State University Lines: 33