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- Path: informatik.tu-muenchen.de!fischerj
- From: fischerj@informatik.tu-muenchen.de (Juergen "Rally" Fischer)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: doubling pixels horizontally
- Date: 9 Feb 1996 13:47:31 GMT
- Organization: Technische Universitaet Muenchen, Germany
- Distribution: world
- Message-ID: <4ffj9j$c68@sunsystem5.informatik.tu-muenchen.de>
- References: <4f4ibc$gl9@news.cs.tu-berlin.de> <591.6610T1165T2102@login.eunet.no> <1045.6611T753T2256@vip.cybercity.dk> <4faoe1$47@sunsystem5.informatik.tu-muenchen.de> <2991.6612T1034T625@vip.cybercity.dk>
- NNTP-Posting-Host: hphalle5.informatik.tu-muenchen.de
- Originator: fischerj@hphalle5.informatik.tu-muenchen.de
-
-
- In article <2991.6612T1034T625@vip.cybercity.dk>, ccc6004@vip.cybercity.dk (Hans Henrik Happe) writes:
- |> Organization: CyberCity of Denmark
- |> Lines: 83
- |> Message-ID: <2991.6612T1034T625@vip.cybercity.dk>
- |> References: <4f4ibc$gl9@news.cs.tu-berlin.de> <591.6610T1165T2102@login.eunet.no>
- |> <1045.6611T753T2256@vip.cybercity.dk> <4faoe1$47@sunsystem5.informatik.tu-muenchen.de>
- |> NNTP-Posting-Host: 194.16.56.145
- |> X-Newsreader: THOR 2.22 (Amiga;TCP/IP) *UNREGISTERED*
- |>
- |>
- |> Juergen "Rally" Fischer ( fischerj@informatik.tu-muenchen.de ) wrote:
- |> > In article <1045.6611T753T2256@vip.cybercity.dk>, ccc6004@vip.cybercity.dk
- |> > (Hans Henrik Happe) writes:
- |> >|> Organization: CyberCity of Denmark
- |> >|> Lines: 33
- |> >|> Message-ID: <1045.6611T753T2256@vip.cybercity.dk>
- |> >|> References: <4f4ibc$gl9@news.cs.tu-berlin.de>
- |> >|> <591.6610T1165T2102@login.eunet.no> NNTP-Posting-Host: 194.16.56.105
- |> >|> X-Newsreader: THOR 2.22 (Amiga;TCP/IP) *UNREGISTERED*
- |> >|>
- |> >|>
- |> >|> Patrick Hanevold ( patrick.hanevold@login.eunet.no ) wrote:
- |> >|> >>I wonder how to double pixels horizontally without writing
- |> >|> >>them twice! I've seen this trick in several demos and I
- |> >|> >>believe that it is just a little trick with the hardware.
- |> >|> >>I also wonder about another thing:
- |> >|> >>you may have noticed that there is a "sprite mode" where
- |> >|> >>the sprite switches from Hires back to Lores and displays
- |> >|> >>only every second column of pixels! I wonder if this is
- |> >|> >>possible/will happen for bitmaps too.
- |> >|>
- |> >|> > It's in the chunky to planar convertion.
- |> >|>
- |> >|> You can also render only every 2nd pixels, mask out those you don't want
- |> >|> with sprites, and then:
- |> >|>
- |> >|> loop
- |> >|> 1st frame: show pixel 02468... mask out 13579...
- |> >|> 2nd frame: show pixel 13579... mask out 02468...
- |> >|> jump loop
- |> >|>
- |> >|> In the 2nd frame you shift (scroll) the bitplanes 1 to the right.
- |> >|> This looks allmost as the real double pixels (Gives very little flicker)
- |> >|> and you only have to write half as much to the chip mem.
- |>
- |> > not really. to change 100 pixels, you got to write 100 words.
- |> > only fx running 50Hz might work with the trick of writing
- |> > only 50 pix each frame, but then gfx maybe doesn't look
- |> > more like 50pix.
- |>
- |> A bitmap for this screen would look like this:
- |>
- |> ChipMem: 0101010101... ; the '0' representing bitplane 0, '1' bitplane 1
- |> ^^^^^^^^^^
- |> Pixel: 0011223344
- |>
- |> will be combined this way:
- |>
- |> 1st frame:
- |>
- |> blp0pt = ChipMem; scroll 1 to the right | 010101010...
- |> blp1pt = ChipMem |010101010...
- |> sprite mask: | sbsbsbsbs ; s = see throuth, b = black
- |>
- |> 2nd frame:
- |>
- |> blp0pt = ChipMem, scroll 2 to the right | 010101010...
- |> blp1pt = ChipMem scroll 1 to the right | 010101010...
- |> sprite mask: | sbsbsbsbs ; s = see throuth, b = black
- |>
- |> This is actually just like a 2pass scrabeled or 3pass nonscrab. blitterscreen,
- |> with spritemasks.
-
- huh, you're explaining blitterscreen to ME ? =:D
-
- mhm sorry I don't know how I got the idea you did a coperscreen :)
- You said "render every 2n pixel". well, cpu renders normal linear memory.
-
- I agree, with the lace method you get the normal blocky 2x2 lock,
- there you are, you wanted it like that ;) I still prefer ghost-look
- for most cases, it just looks more like hires.
-
- |>
- |> >|>
- |> >|> This effect can be done using only the copper.
- |>
- |> > aah, you mean interlaced copperscreen to get more resolution.
- |> > well. gives 200x256 1x2.
- |>
- |> Not copperscreens. You use the copper to change sprite-pos, shifts and double vert. lines
- |> from frame to frame. Call it double buffered copper if you like.
-
- argh I was misdirected.
-
- |>
- |> > IMHO copperscreens are only usefull for demos.
- |> > use 3pass-c2p ("blitterscreen") or 4pass-c2p for games.
- |>
- |> 2pass-c2p 2x2 scrab. 3pass-c2p 2x2 nonscrab. is what
- |> my blitterscreen can do, the same goes for 2x1.
- |>
- yes, same specs for 2x1. I prefer the 3pass version, 2 pass is only
- useful for very special renderers.
-
- |>
- |> Hans Henrik Happe
- |> Goat / Sumpen
- |>
- ------------------------------------------------------------------------
- fischerj@Informatik.TU-Muenchen.DE (Juergen "Rally" Fischer) =:)
-
-