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- Path: grafix.xs4all.nl!john.hendrikx
- Date: Wed, 24 Jan 96 22:06:10 GMT+1
- Newsgroups: comp.sys.amiga.programmer
- Distribution: world
- Subject: Re: Amiga doesn`t need Planar!
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- From: john.hendrikx@grafix.xs4all.nl (John Hendrikx)
- Message-ID: <john.hendrikx.48yf@grafix.xs4all.nl>
- Organization: Grafix Attack BBS Holland
-
- In a message of 23 Jan 96 T.l. Mensah wrote to All:
-
- TlM> Planar rules, its far more flexible, you don`t need 256 colours worth
- TlM> of bitmap memory for a 2 color screen, etc. i.e you just use 2 Colours
- TlM> worth! basically planar display just blows away all these crappy chunky
- TlM> graphics cards. Basically chunky should be labelled as "CLUNKY!" ...all
- TlM> these "high" end graphics cards would chunk to a halt with half of the
- TlM> tricks that can be done on the bog standard A500 `s copperlist chip!
-
- Tell me, how much gfx-memory-accesses does it take to draw a simple 100 pixel
- vertical line on a 7-bit Planar display?
-
- Let me show you:
-
- It takes 100*7 reads and 100*7 writes. The reads are of course necessary
- because you wouldn't want to modify the contents 'surrounding' the vertical
- line.
-
- Now, how much memory-accesses would this take on 8-bit Chunky (or 16-bit Chunky
- for that matter?)
-
- Only 100 WRITE-accesses. No reading involved, no need to worry about
- destroying other things on the screen.
-
- As memory-speed is usually the thing which determines the speed of the
- end-result you'll find that the Chunky solution is a factor 14 faster. (and it
- could be worse if I had used 8-bit planar screens).
-
- Another example;
-
- Planar
- ------
-
- You have a 12-bit planar screen, and you want to blit an object of 40x40 pixels
- in 12-bit to the screen at say location (30,30). The object has a Mask as not
- all the pixels are to be changed. Again, let's count gfx-memory accesses (I'm
- not counting the mask or object-data memory accesses):
-
- To 'blit' one bitplane-row of the planar object you need to read 3 LONGs from
- gfx-memory, AND them with the mask, then OR them with the actual data and then
- write those 3 LONGs back to gfx-memory (the masking itself is tricky business
- as well).
-
- The total number of LONG-accesses for 1 bitplane-row would be 6 (3 reads, 3
- writes). For 12-bitplanes this would be 72, and that multiplied by 40 rows
- gives you 2880 LONG gfx-memory-accesses. Dedicated hardware is a requirement
- here as the masking process is quite complex to do with the CPU.
-
- Chunky
- ------
-
- You have a 16-bit Chunky screen (ie, again better quality) and you want to blit
- an object of 40x40 pixels with 1 WORD/pixel at location (30,30). Each WORD of
- the object which is zero is considered 'masked-out' and will not be written
- (ie, no need for a seperate mask!!).
-
- Now, to blit one row you need to do 40 WORD-write-accesses (minus those that
- are masked out). Multiple that times 40 rows and you get 1600
- WORD-write-accesses to gfx-memory in the WORST-case.
-
- -----
-
- In both examples I only counted gfx-memory accesses, I did not include time to
- fetch the mask, or the object data itself. If I did Planar would have looked
- even worse.
-
- It is notable though that Planar -requires- dedicated hardware to get any kind
- of speed, and still manages to perform quite poorly in both examples
- (especially if you take into account that it performs worse even with less
- colors than the Chunky examples). Chunky can VERY easily be handled with the
- CPU alone, or even in parallel with a Chunky blitter. Also, even if Planar had
- a blitter as fast as the Chunky blitter the planar blitter would have to move a
- lot more data to get the same results, making it likely that the fastest
- blitters in existance are Chunky, not Planar.
-
- Now some people say that parallax effects are hard in Chunky, but consider it
- the other way around, in Planar rotation, TMapping, Gouraud shaded polygons,
- blitting, drawing a line, plotting a pixel(!!) and so on are very complex to do
- with the CPU alone. Drawing a line seems simple but when you compare it to the
- Chunky-line-drawing version it is incredibly complex in Planar.
-
- Also ever thought of how easy scrolling is in Chunky? Planar without the
- Copper would be hell to scroll horizontally, while in Chunky it is nothing more
- than a copy-loop.
-
- TlM> Amiga Rules... Custom Chips Rule..
-
- (My?) definition of Amiga: Anything which runs *REAL* Amiga software like
- DirOpus, AdPro, Final Writer, WorkBench, AmigaShell, etcetera...
-
- I don't consider hardwarebanging Games/Demos real Amiga software; anyone can
- disable the OS and bang a few registers, you could do that on a clone or C-64
- if you like.
-
- TlM> HIT THE HARDWARE! HIT THE HARDWARE! HIT THE HARDWARE! HIT THE
- TlM> HARDWARE!
-
- Spoken like a true retired C-64 coder.
-
- TlM> All views expressed are my own, if you don`t agree with them, its not
- TlM> your fault that you don`t truly understand the Amiga`s edge! :)
-
- Taking a better look at Chunky before dumping it like that might give you a
- better perspective as to why some people actually think Chunky is often better
- than Planar. Chunky is used by the clones, that's no reason however to deny
- its advantages, just like it would be silly to deny the advantages of 16-bit
- sound over our 8-bit sound.
-
- Grtz John
-
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