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- Path: www.cybercity.dk!usenet
- From: ccc6004@vip.cybercity.dk (Hans Henrik Happe)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: doubling pixels horizontally
- Date: 24 Feb 1996 15:26:35 GMT
- Organization: CyberCity of Denmark
- Message-ID: <2379.6627T121T1144@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><2991.6612T1034T625@vip.cybercity.dk><576.6613T1070T1730@login.eunet.no><1257.6614T57T922@vip.cybercity.dk><1225.6615T1229T800@login.eunet.no><1140.6616T51T1538@vip.cybercity.dk><3764.6622T781T478@ifi.uio.no>
- <4gbkq8$104@sunsystem5.informatik.tu-muenchen.de> <2038.6625T1088T2898@ifi.uio.no>
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-
-
- Ludvig Pedersen ( ludvigp@ifi.uio.no ) wrote:
-
- >>: How are you going to handle 64 pixels width sprites?
- >>by hacking fmode...
-
- No hopefully not... I hope the system (OS3+) can provide my with a 64bit sprite (Haven't
- really looked into this)???
-
- >>: What about double pixel height?
- >>by hacking fmode & modulos..
- >>: What about multisync?
- >>no way! unless you are a mega intuition-monitor-expert and maybe
- >>write a new ghost-look routine for each kickstart-revision :\
- > Its possible without being an expert.
-
- Choose a 320x128 pal resolution or you get a wired look - it really not my
- problem? It will work on another screen (DBLPAL, DBLNTSC) but it will look
- strange. The tougth coders would make a scalable rutine like Gloom Deluxe on
- CyberGfx.
-
- > You have to set up 2 different UserCopperList.
- > One for normal modes (PAL/NTSC etc) and one for double-scan modes.
- > (DBLPAL/DBLNTSC)
-
- You don't even need to use the UserCopperList. All you have to do is to open a
- Dual playfield screen, and then use VideoControl to turn of the dual playfield bit
- in bplcon0 (tag VC_DUALPF_Disable). Now you have a way of scrolling the even and odd
- bitplanes independently and thats what you need for a blitterscreen. Mask out the unwanted
- pixels with system sprites and flip every frame to make it look like a real 2x2. This way
- you don't have to scroll each line idependently.
-
- > No real problem. If you use a UserCopperlist.
-
- UserCopperList's can be a problem if you have to change/calculate it for each new frame
- because a UserCopperList is in fastmem if possible and is first merged with the other copper
- lists (sprite, bitplane) when MakeVPort() and MrgCop() is called. This must take some
- time - I don't now how much ???
-
- If you use UserCopperLists you really should look into the autodocs for VideoControl, look
- what I found:
-
- VC_IntermediateCLUpdate
- VC_IntermediateCLUpdate_Query
- When set, graphics will update the intermediate copper
- lists on colour changes. When FALSE, graphics won't update
- the intermediate copperlists, so ScrollVPort(),
- ChangeVPBitMap() and colour loading functions will be faster.
- This value is TRUE by default. (V40)
-
- This means CopperList rendering will become faster. Thats all what I got for
- now in exploring the Amiga system. Fill me in on any interresting results you
- have got, Thanks!
-
-
-