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- Path: comma.rhein.de!serpens!not-for-mail
- From: mlelstv@serpens.rhein.de (Michael van Elst)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Amiga doesn`t need Planar!
- Date: 3 Feb 1996 12:44:21 +0100
- Organization: dis-
- Message-ID: <4evhql$ard@serpens.rhein.de>
- References: <john.hendrikx.4b80@grafix.xs4all.nl>
- NNTP-Posting-Host: serpens.rhein.de
-
- john.hendrikx@grafix.xs4all.nl (John Hendrikx) writes:
-
- > MVE> Then I'm much faster than chunky because I still hit memory by words.
-
- >So can Chunky, using the same 'write-mask' hardware as Planar does.
-
- You mean that you now start to add extra hardware ? You start losing the
- cost advantages of using the CPU for rendering.
-
- >Planar
- >needs to read the extra mask though, Chunky can simply interpret color 0 as a
- >pixel not to be drawn.
-
- Chunky could do the same. Also, chosing a color is more limited compared to
- an arbitrary mask. If you want an arbitrary mask you have to read it. If you
- want a single color mask then this is one value to be remembered.
-
- >See below, planar doesn't benefit from larger mem-bandwidth as well as Chunky
- >can.
-
- *sigh* Of course it does.
-
- >Not quite, only if the pixel needs to be drawn (assuming a fast CPU/Blitter
- >where a test+branch would be fast compared to memory-speed).
-
- Which of course it isn't.
-
- >with Chunky is much slower than planar, but atleast you don't lose tons of
- >colors like Planar (the price you pay for the speed).
-
- Lose ? You mean you lose tons of colors with a 24bit display since you don't
- have an 48bit one ?
-
- > MVE> It means to have the same amount of colors. Why should chunky suddenly
- > MVE> have more bits ?
-
- >Then define what you mean with Multiple layers. For me it is having a cockpit
- >+ the 3d view on one screen, but in different bitplanes (ie, using dual
- >playfield mode). With planar this implies that the cockpit and the 3d view are
- >located in seperate planes. So a 8 bitplane display would have 2 views with
- >only 16 colors. Chunky, with a bit more CPU effort, would retain 256 colors
- >for both cockpit and 3d world.
-
- You actually mention it: "with a bit more CPU effort". You actually have to redraw
- the scene completely while you do not have to do anything for the planar display.
- Of course your CPU does that in zero time and doesn't need any extra memory accesses.
-
- >Yes, you're right. It just takes so damn long before this kind of new hardware
- >can be integrated into an existing platform. It gives a platform which
- >requires hardware for these kinds of effects a serious setback as platform with
- >Chunky gfx and a fast CPU have been using them for years already.
-
- Unfortunately there are limits to what a generic CPU can do and what it costs.
- That's why special texture mapping hardware becomes popular.
-
- >Sure, they have to, otherwise it wouldn't ever get popular.
-
- And now that they are popular you lose again against special purpose hardware.
-
- >one to memory: plotting pixels. Some optimisations to plot multiple pixels at
- >the time are possible, but it still comes down to modifying very few pixels at
- >one time.
-
- That's like saying that a rectangular blit plots pixels because it writes pixels
- at a time.
-
- >object in 2 128-bit accesses, and so on. Only when the full 128-pixel width is
- >used, only then the planar blitter will have a minimum of overhead.
-
- You are still thinking of 10 year old hardware. No, a 128-bit access would handle
- several planes in parallel, just because a 128bit funnel shifter is close to impossible.
-
- >The difference is that Chunky hardware can be "upgraded" by getting a faster
- >CPU.
-
- It suddenly gains bandwidth ? Come on.
-
- >Our planar hardware doesn't benefit from faster CPU's.
-
- A same-technology chunky hardware wouldn't either.
-
- --
- Michael van Elst
-
- Internet: mlelstv@serpens.rhein.de
- "A potential Snark may lurk in every tree."
-