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- Path: fc.hp.com!news
- From: koren@hpsrk.fc.hp.com (Steve Koren)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: WritePixelArray vs. ClipBlit vs. ...
- Date: 27 Jan 1996 13:28:28 -0700
- Organization: HP Fort Collins Site
- Sender: koren@hpsrk.fc.hp.com
- Message-ID: <oj6n379tmab.fsf@hpsrk.fc.hp.com>
- References: <oj6ka2yity1.fsf@hpsrk.fc.hp.com> <sqoWx*NA0@mkmk.in-chemnitz.de>
- <4e9dju$ron@sunsystem5.informatik.tu-muenchen.de>
- NNTP-Posting-Host: hpsrk.fc.hp.com
- In-reply-to: fischerj@Informatik.TU-Muenchen.DE's message of 26 Jan 1996 02:17:34 GMT
- X-Newsreader: Gnus v5.0.9
-
-
- fischerj@Informatik.TU-Muenchen.DE (Juergen "Rally" Fischer) wrote:
-
- > : > This is annoying. Is there any way to do case D) easier than what I am
- > : > thinking?
- >
- > I do not quite get what you want to do. Looks like your engine renders
- > planar on AGA and chunky on gfx-card. This should give 10 times more work
- > than adapting the copy routines. I'm really wondering...
-
- Right now my engine never renders planar (it will run without a graphics
- card, but I don't consider systems without graphics cards useful, so I
- don't care about optimizing for that case). It renders 24 bit truecolor
- for 16 and 24 bit gfx card modes, and it renders 8 bit LUT for 8 bit
- register modes. WritePixelArray(cybergraphics.library) and
- WritePixelArray8(graphics.library) are used, accordingly. I would
- prefer to *always* render 24 bit, but there doesn't seem to be an easy
- way to blit a 24 bit bitmap to an 8 bit screen and have the remappinng
- work. So, failing that, I do more work in my code to render either 8
- bit LUT or 24 bit truecolor graphics depending on the screen I'm going
- to be talking to.
-
- > Also why 24bit mode. you want to play the 8bit chunky game also when
- > 24bit is present I guess. Or do you even have a 24bit version of your
- > rendering engine.
-
- Well, it is not a game, it is an application. It would prefer to always
- deal with 24 bit color space. I did briefly consider always rendering
- to 24 bit internally, and using ObtainBestPen() on each pixel before
- displaying to achieve the truecolor->LUT conversion. However, this is
- *terribly* slow on a 68040/25. ObtainBestPen() is no practical for use
- on every pixel in a large image. So instead I obtain some pens up front
- and render using them, if I'm on a LUT screen.
-
- > anyway it's no wonder that updating a 256 color window on a 24bitscreen
- > needs some time (colortable lookup...)
-
- Yes, but it is far slower than I can explain by doing lookups. If it
- was just doing one color table lookup per pixel, it should be much
- faster (compared to WritePixelArray)) than it is. So I don't understand
- why it is so slow now.
-
- > : I'm afraid not, except waiting for true RTG. As far as I understood
- > : it, RTG would provide automatic format conversion when blitting
- > : between any bitmap formats.
- >
- > huh ? Current functions do this, too. writeparr8, blitbitmap...
- > if they don't, imho the gfxcard driver is not ok.
-
- They do in some cases, but not all. I can blit an 8 bit array of pen
- values to a 16 or 24 bit screen (although quite slowly). But I cannot
- blit a 24 or 16 bit truecolor array of data to a LUT screen mode. I
- believe that's what the poster above means. Some systems do this -
- applications can always speak 24 bit, and any necessary remapping is
- done at display time.
-
- - steve
-