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- References: <38232647@kone.fipnet.fi> <4gso1n$2l0@maureen.teleport.com>
- From: "Jyrki Saarinen" <jsaarinen@kone.fipnet.fi>
- Date: Sat, 2 Mar 96 15:30:56 UT
- Comments: Illegal date header - new date added by quicknews
- X-Original-Date: Sat, 02 Mar 96 16:18:26
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- Subject: Re: Bitfieldinsert?
- Message-ID: <38232758@kone.fipnet.fi>
-
-
- > : > áthe source code .. but then its for the x86 :)
- >
- > : Hmm, any ideas how? That would be 4 pixels per one instruction..
- >
- > shading table and using 32bit move.
-
- How? You cant do move.l (a0)+,(a1)+ oc 80x86.
-
- > I was talking about ham6, 4bit per componant not 24...
- > This mean you use a 4bit plain c2p routine...
- > ~18ms for 320x200 cpu only. 25mhz 030.
- > Since its interleaved when you render true color you switch source
- > componant depanding on the row you render. The result is something
- > like "transgresion2" (If you have a PC check it out, it does 6bit
- > per componant ).
- > The power required to do this on an amiga is render in 4bit with
- > source switching (no overhead really, happen once per scan line and is
- > only getting one of 3 pointer), and 4bit c2p to a ham6 screen with the
- > upper 2 bit preset.
- > The result is TV style 12bit color res with 256*100 spacial res
- > on a 6bit 256*300 ham6 screen using 4bit per pixel.
-
- Hmm. 4 bit c2p, how is the palette organized? I guess blitter
- assistance could be good, again.
-
- -- _
- a Stellar programmer _ //
- "Amiga - back for the future" \X/
-