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- Path: comma.rhein.de!serpens!not-for-mail
- From: mlelstv@serpens.rhein.de (Michael van Elst)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Demo/game to OS friendly part II
- Date: 23 Jan 1996 22:23:57 +0100
- Organization: dis-
- Message-ID: <4e3jld$la@serpens.rhein.de>
- References: <4e0jhq$f0q@sunsystem5.informatik.tu-muenchen.de> <4e114i$4o8@serpens.rhein.de> <4e371l$92b@sunsystem5.informatik.tu-muenchen.de>
- NNTP-Posting-Host: serpens.rhein.de
-
- fischerj@informatik.tu-muenchen.de (Juergen "Rally" Fischer) writes:
-
- >what am I ignoring ? I just can't ignore your sad 'c0d3r' talk.
-
- sad it is..
-
- >naaah. I try to get OSsy solutions, but if I loose too much vs
- >a "vanilla A1200 hack", then I at least will provide the hack
- >as option. What is bad about this.
-
- that your solutions consist of hacks.
-
- If you want hacks then shut down the system and reboot afterwards.
- And stand for it.
-
- If you want the advantages of system-compliant code then use the
- OS and don't mix OS and hacks.
-
- >yes, in can optimize that way, but this could still be less ideal
- >than direct render to vram.
-
- Sure. In the same way that WaitTOF() could suddenly busy-wait, no ?
-
- >??? the driver can give you fastmem, chipmem, vram, swapspace,
- >whatever depending to architecture...
-
- And your code has to adapt to it. It even has to follow rules.
-
- >|> But why should writing bytewise be faster ?
- >texture mapping loops write bytewise to fastmem. If vram is as fast,
- >you can render into it and save the time of copying.
-
- How would you know ? For most systems the VRAM wouldn't be cachable.
- Each write access is passed to the RAM. So, writing bytes causes
- 4 accesses per word. Writing to (write-)cached FastRAM and copying
- later just causes 3 accesses per word.
-
- >|> >So making the OS more sucking
- >|> Again just insults.
- >I explained what I mean.
-
- To make you more sucking ?
-
- >On architectures where vram is quite quick and fastmem is quite slowe and
- >copying is done with cpu it does need that. This time you are the one that
- >doesn't take care of all possible architectures!
-
- I don't have to, the driver does. But your code has to. It even has
- to take into account every possible combination of framebuffer, CPU,
- bus architecture, etc..
-
- >you are talking about a game on wb window ? I hope also future Amigas
- >will provide 320 pix fullscreen. that's what games just need.
-
- Some future Amigas will not provide 320 pix fullscreen.
-
- Some graphics cards might provide a 320 pix fullscreen by zooming
- a tiny bitmap in hardware.
-
- Even more for your code to consider.
-
- >what ? I say a game programer is more likely to use OS if it's excelent
- >in speed end got a useful interface.
-
- I say that a c00l c0d3r (and that's most of all game programmers we
- have) does never use the OS. Even your proposals for low-level access
- to graphics hardware are just a way to avoid the OS as much as possible.
-
- >Also nobody is forced to use the OS.
-
- We know that.
-
- --
- Michael van Elst
-
- Internet: mlelstv@serpens.rhein.de
- "A potential Snark may lurk in every tree."
-