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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: 28 Feb 1996 06:48:58 GMT
- Organization: Dept. of Informatics, University of Oslo, Norway
- Message-ID: <2428.6629T1299T522@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><3764.6622T781T478@ifi.uio.no><4gbkq8$104@sunsystem5.informatik.tu-muenchen.de>
- <2038.6625T1088T2898@ifi.uio.no> <2379.6627T121T1144@vip.cybercity.dk>
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-
- >Ludvig Pedersen ( ludvigp@ifi.uio.no ) wrote:
- >>>: How are you going to handle 64 pixels width sprites?
- >>>by hacking fmode...
- >No hopefully not... I hope the system (OS3+) can provide my with a 64bit
- >sprite (Haven't really looked into this)???
-
- OS3 don't support it as far as I know. :-/ A real pitty. I would have been so
- easy for those C= folks. :-/
-
- >>>no way! unless you are a mega intuition-monitor-expert and maybe
- >>>write a new ghost-look routine for each kickstart-revision :\
- >> Its possible without being an expert.
- >Choose a 320x128 pal resolution or you get a wired look - it really not my
- >problem? It will work on another screen (DBLPAL, DBLNTSC) but it will look
- >strange. The tougth coders would make a scalable rutine like Gloom Deluxe on
- >CyberGfx.
-
- The problem is that 320x128 pal resolution is only supported on OS3.1 (V40).
- So I have to "make" it myself!
-
- Anyway, all screenmodes will look just as good. The only thing we have to do
- is to calculate the pixel ratio.
-
- >> You have to set up 2 different UserCopperList.
- >> One for normal modes (PAL/NTSC etc) and one for double-scan modes.
- >> (DBLPAL/DBLNTSC)
- >You don't even need to use the UserCopperList. All you have to do is to open
- >a Dual playfield screen, and then use VideoControl to turn of the dual
- >playfield bit in bplcon0 (tag VC_DUALPF_Disable). Now you have a way of
- >scrolling the even and odd bitplanes independently and thats what you need
- >for a blitterscreen. Mask out the unwanted pixels with system sprites and
- >flip every frame to make it look like a real 2x2. This way you don't have to
- >scroll each line idependently.
-
- I have to scroll every line independently if I'm using sprite-
- dithering. Because its not only the sprite-dithering that moves but the
- graphics as well.
-
- Anyway, that VideoControl control stuff could be a good idea. Have you tried
- it?
-
- > lists on colour changes. When FALSE, graphics won't update
- > the intermediate copperlists, so ScrollVPort(),
- > ChangeVPBitMap() and colour loading functions will be faster.
- > This value is TRUE by default. (V40)
- >This means CopperList rendering will become faster. Thats all what I got for
- >now in exploring the Amiga system. Fill me in on any interresting results you
- >have got, Thanks!
-
- Thanks it should be worth looking at. :)
-
-
-
- <sb>Ludde - Amiga Demo Coder
- <sb>Virtual Reality & Official Be developer
- <sb>ludvigp@ifi.uio.no
-
-