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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: 20 Feb 1996 04:42:43 GMT
- Organization: Technische Universitaet Muenchen, Germany
- Distribution: world
- Message-ID: <4gbjg3$104@sunsystem5.informatik.tu-muenchen.de>
- References: <4f4ibc$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><576.6613T1070T1730@login.eunet.no><1257.6614T57T922@vip.cybercity.dk> <1982.6617T1096T103@ifi.uio.no>
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-
- Ludvig Pedersen (ludvigp@ifi.uio.no) wrote:
-
- : Well, we was actually not the first.
-
- : I don't remeber the guys name but he made blitterscreen1.01 or something.
-
- yep, the hardwarehack version. currently v1.2 is with qblit.
- be patient, soon maybe v1.3 with cpu pass and laced-ghost support :)
-
- : He was the first to use sprite-dither!
-
-
- yes. In "Excess/RIOT", I used this method for quick 256 col rotzoom.
- It was no c2p, it was a special 1-blitterpass solution with cpu
- storing mega-scrambled ;) Any more rotzoomers ?
-
- Having already claimed "blitteronly c2p on A1200 rulz" bevore,
- I combined both ideas of ghost-mode & c2p. voila :)
-
- : He used a SCRAMBLED buffer and the source code was extremly hard to
-
- Well, both scrambled & linear, 2pass or 3pass.
-
- : understand. (In my opinion this was the worst source I have ever seen!)
-
- were you the one I was wrestling with about this some months ago ? ;)
- nobody could really tell me what is bad about my code. maybe it is...
- Yes, blitterscreen is "extremly hard to understand" for some people ;->
- Sorry for not writing a comment after each instruction. I know it
- would have been hard work to understand it for myself if I had to
- try to check what's going on just by this code :)
-
- : Anyway, I was inspired by the sprite-dither (A great idea!). This enabled
- : the c2p to have faster frame rate and less computations.
-
- one pass done by planar hardware, so one less for blitter or cpu.
-
- : And made the code 30-40% faster. Now it is just as fast as to copy
- : 5120 (160*128/4) longwords to chipram. (Try to beat that!)
-
- Your refer to 2-pass on 030-50 ? please be more exact.
-
- Well, I guess my 1pass routine will also be as fast as copy on 030-25,
- it needs 2 times on 020-14 and as 030-25 is roughly about 2 times
- faster...
-
- I would be happy if we could get a 3pass almost at copy speed.
- (well copy speed, that's 7mb/sec on 030 ? or are we refering to
- the 4mb/sec on 020-14 ?)
-
- : I have also made a version without sprite-dither with the same algorithm.
-
- =:o oooh! But it's non-ideal, right ? how you get normal planar words
- out of THAT mess :) 01010101 how you get together the 0's to 0000 ?
-
- : However this one can only have a framerate of 25 fps. But it uses no more CPU
- : time. So its good for more complex rendering.
-
- : We plan to release this routine as soon as possible. The only thing we need is
- : a doc file! :-/
-
- : BTW:
-
- : I have also tried to write this routine as system-friendly as possible by
- : using QBlit for the blitterpasses.
-
- I currently got problems with my way of calling qblit. You got a demo
- executable ? Mine locks up with small OS-blits :\
-
- : <sb>Ludde - Amiga Demo Coder
- : <sb>Virtual Reality & Official Be developer
- : <sb>ludvigp@ifi.uio.no
- - - - //- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- // A1201 HD260 fischerj@Informatik.TU-Muenchen.DE
- \X/ ^--fastmem=2xSpeed (Juergen "Rally" Fischer) =:)
-
- BLITTERSCREEN sources: http://www.informatik.tu-muenchen.de/~fischerj/
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