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- Path: informatik.tu-muenchen.de!fischerj
- From: fischerj@informatik.tu-muenchen.de (Juergen "Rally" Fischer)
- Newsgroups: comp.sys.amiga.programmer,comp.sys.amiga.games
- Subject: Re: AB3D II beats Quake....
- Date: 15 Apr 1996 13:34:40 GMT
- Organization: Technische Universitaet Muenchen, Germany
- Distribution: world
- Message-ID: <4ktj9g$8bs@sunsystem5.informatik.tu-muenchen.de>
- References: <4kjum1$j1g@mack.rt66.com> <1931.6678T1130T257@netspace.net.au>
- NNTP-Posting-Host: hphalle5.informatik.tu-muenchen.de
- Originator: fischerj@hphalle5.informatik.tu-muenchen.de
-
-
- >>It seems like a "native" Amiga program, using an Amiga API, would be even
- >>faster. What is wrong with my reasoning? I don't get it...
-
- >Amiga c0d3rz are so used to hitting the almighty copper to get around speed
- >restrictions with slow CPUs and graphics chips that they can't understand how to
-
- the topic is tmap games afaik, and the copper tricks you talk about are
- a) obsolete b) were done to build a 12bit "true"color mode with easy
- 16bit word acess ("chunky").
-
- >write quick software using SVGA chips. Of course it can be done, we see
- >examples of the brilliant graphics you can get with Mac and PC games every day.
-
- I got the impression you think both copper and SVGA chips were used for
- texture mapping. They aren't, the cpu alone is to map and the gfx-system
- is to provide a fast bus for simply copying the screenbuffer.
-
- On a Amiga with gfx-card this is done with writepixelarray8() of gfxlib.
-
- However this function is slow on AGA, so you got to use your own c2p
- routine in that case.
- A well done tmap game will c2p at speed of chipmem, i.e. no slowdown
- compared to a simple copy without conversion.
-
- No "copper hacking", no "slow API games".
-
- ------------------------------------------------------------------------
- fischerj@Informatik.TU-Muenchen.DE (Juergen "Rally" Fischer) =:)
-
-
-