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- Path: sparky!uunet!spool.mu.edu!uwm.edu!ee!bloc1469
- From: bloc1469@ee.ee.uwm.edu (Gregory R Block)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Chunky Pixel Mode for Low End Chip Set?
- Date: 24 Dec 1992 07:06:00 GMT
- Organization: Electrical Engineering Dept. University of Wisconsin - Milwaukee
- Lines: 46
- Distribution: world
- Message-ID: <1hbngoINNglt@uwm.edu>
- References: <Karsten_Weiss.0n2o@ibase.stgt.sub.org>
- NNTP-Posting-Host: 129.89.2.33
-
- In article <Karsten_Weiss.0n2o@ibase.stgt.sub.org> Karsten_Weiss@ibase.stgt.sub.org (Karsten Weiss) writes:
- >High End Chip Set Commodore is developing at the moment. I was very happy
- >to see that Commodore finally decided to implement a chunky pixel mode
- >which is very important to me. However, I recognized that the chunky mode
-
- First, I'm curious: Why on Earth is a chunky pixel mode that
- important to you? There -ARE- some tricks...
-
- >I think it is very important that the Low End Chip Set will get the
- >chunky mode as well because that would make it possible to convert games
- >such as Ultima Underworld I + II, Comanche, Strike Commander, etc. with
- >FULL SPEED!!! It doesn't help very much when only the High End will get
- >chunky because the Low End Chip Set will be in the 'game computer' of the
- >future - not the High End!
-
- By using a little ingenious programming, some intelligent
- depth->palette routines, and stuff like WritePixelArray8, things like
- Underworld become EASILY possible. There's absolutely NO reason that
- you can't do real-time texture mapping with a planar system. As a
- matter of fact, when the amount of depth goes down, some intelligent
- palette-selection routines will get you a mapping that looks good in
- whatever resolution is chosen, allowing the same code to work for both
- AGA and ECS/OCS machines.
-
- >Any other opinions?
-
- >PS: Don't tell me it is possible to code such stuff with compareable
- > speed on the current Amigas...
-
- Well, I didn't read this till just now. Sorry.
-
- If you don't believe me, ask Chris Green, who works on the graphics
- stuff at C=. He was one of the programmers for Ultima Underworld, and
- he's given lots and lots of pointers on how to do RTTexMaps under a
- planar system. It's possible.
-
- Anyone happen to keep those on file?
-
- Greg
-
-
- --
- (: (: (: (: Have you overdosed on smileys today? Why NOT!?! :) :) :) :)
- (: "Our father, who art in Iowa, Hollow be thy head, Thy ideas run :)
- (: Thy will be done, At Commodore as it is at Apple" -Dan Barrett :)
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-