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- Path: ifi.uio.no!usenet
- From: ludvigp@ifi.uio.no (Ludvig Pedersen)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: doubling pixels horizontally
- Date: 16 Feb 1996 08:04:51 GMT
- Organization: Dept. of Informatics, University of Oslo, Norway
- Message-ID: <1982.6617T1096T103@ifi.uio.no>
- 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>
- NNTP-Posting-Host: gymir.ifi.uio.no
- X-Newsreader: THOR 2.22 (Amiga;TCP/IP)
-
- >>>There is a few demos using this kind of blitterscreen with the spritemask.
- >>>Some of the TP5 demos do, I can't remember whitch.
- >> It was me and Ludvig Pedersen who wrote those c2p routines, so I know.
- >OK! Did you release those... I got them from some BBS somewhere, and where
- >inspired because I allready thougt of the line scrooling part, but where not
- >that much into sprites... But if it was you (Patrick) and Ludvig Pedersen who
- >wrote this clever c2p rutine then I'll just say - Thanks!!!
-
- Well, we was actually not the first.
-
- I don't remeber the guys name but he made blitterscreen1.01 or something.
-
- He was the first to use sprite-dither!
-
- He used a SCRAMBLED buffer and the source code was extremly hard to
- understand. (In my opinion this was the worst source I have ever seen!)
-
- Anyway, I was inspired by the sprite-dither (A great idea!). This enabled
- the c2p to have faster frame rate and less computations.
-
- So I wrote a new and faster routine using a LINEAR buffer. I
- also figured out that if I scrolled the pixels forward and backward
- (like YOU guys was talking about) I could eliminate much of the "ghosted"-
- look.
-
- This routine was released here at "comp.sys.amiga.programmer"
-
-
- Anyway, some time ago some friends of mine and I rewrote the algorithm.
- And made the code 30-40% faster. Now it is just as fast as to copy
- 5120 (160*128/4) longwords to chipram. (Try to beat that!)
- It still uses a LINEAR buffer and can have a maximum framerate of 50 fps.
- I have also made a version without sprite-dither with the same algorithm.
- However this one can only have a framerate of 25 fps. But it uses no more CPU
- time. So its good for more complex rendering.
-
- We plan to release this routine as soon as possible. The only thing we need is
- a doc file! :-/
-
- BTW:
-
- I have also tried to write this routine as system-friendly as possible by
- using QBlit for the blitterpasses.
-
-
- <sb>Ludde - Amiga Demo Coder
- <sb>Virtual Reality & Official Be developer
- <sb>ludvigp@ifi.uio.no
-
-