CompuServe Messages

PIXEL PLOTTING

    28-Jan-95 01:28:21
Sb: #45382-PIXEL PLOTTING
Fm: Jim Maddox 74667,2175
To: Gary Chaney 74347,2625
>> I think that you may be right here. What I was thinking about is why do >> I need a chunky to planar converter in the first place? If I'm using >> bitmaps that were created in a native Amiga display mode and converted >> ahead of time to RAW image data, it seems to methat all I should ever >> need to do would be to rotate and scale the texture maps. IF you can figure out a speedy way of scaling the planar data. Don't forget that getting or writing one planar pixel requires multiple reads or writes, plus some other logical operations to maintain the integrity of the other pixels or to isolate the pixel you're working on. That's one reason the PC's have such an advantage doing texture-mapped graphics: they use chunky pixels, which are much better suited for that type of graphics manipulation. >> Now if I plan on allowing the game to read user created GIF files, etc, >> then I'm converting PC based images to the Amiga display and such a >> routine would ne needed. I'm lost on the whole chunky to planar thing. >> Why would I need such a routine? The chunky-to-planar (c2p) routines are there so that you can rotate the chunky images with the main CPU (assuming it's fast enough) and then display them on the screen (which uses planar graphics on the Amiga). I had thought of doing the scaling and rotation with the CPU, converting the chunky wall/baddie/whatever to planar, then letting the blitter stamp it on the screen for me instead of worrying about software blitting like PC's have to. Of course, I don't know how to do most of that anyway. <g> >> As you can well imagine, this has turned into quite a complex project. >> It's definatley been a learning experience. That can be said of all projects. 😉 Almost nothing is as simple as it seems at first glance. (Just ask me about polygons. <g>) – Jim, on AP!