Welcome, Guest. Please login or register.

Author Topic: Demos using a GFX mode please !  (Read 30146 times)

Description:

0 Members and 1 Guest are viewing this topic.

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Demos using a GFX mode please !
« on: January 31, 2003, 12:54:09 PM »
IMHO, RTG is best for those who are interested in exploring really cpu driven effects or those with highcolor rendering etc. RTG is essentially a fast pixel rasterizer and not much else.

Far more interesting things can be done by battering the custom chips and this is an area which is a lot of fun to poke around in (all puns intentional).

My gripe is with those demos that are AGA only yet do bugger all that's particularly AGA specific and could be presented at higher framerates / resolutions etc. under RTG (unless of course the coder has no RTG hw for whatever reason).

New hardware will more than likely breed it's own demo scene so those wanting to see what their turbo charged systems are capable of just need to wait a while. A1 users should be used to that by now ;-)
int p; // A
 

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Demos using a GFX mode please !
« Reply #1 on: February 07, 2003, 03:07:19 PM »
If I was any cop at ppc assembly programming, I'd write a kick arse 2D true-colour effects RTG demo using the benefits of a ppc/graphics card...

Still, I'm not so I'll just shut the hell up now ;-)
int p; // A
 

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Demos using a GFX mode please !
« Reply #2 on: February 07, 2003, 03:51:48 PM »
I had the idea of mucking about for a pure BlizzardPPC/BVisionPPC setup. It used Warp3D for safe allocation of the 3D resources but did hacky 'direct to the texture surface memory' trickery to produce effects and stuff.

Soon found out that the texture memory is organised in rather a perculiar way ;-)

Still, got some interesting animated texture effects out of it. You can do a very nice plasma flame with varying transparency etc (ooh, thats sooo yesterday)
int p; // A
 

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Demos using a GFX mode please !
« Reply #3 on: February 11, 2003, 10:15:14 AM »
Hi all,
All this AGA HAM-8 technical stuff, whilst most interesting, is melting my head slightly ;-)
I realise that this has probably already been answered, but is it possible to create a reasonable emulation of a 15 or 16 bit display? Something that could be refreshed quickly enough for a low resolution (read 320x256) game-like app?
Also, could it be coded such that it  that can be used in conjunction with os legal code?

-edit-

It's kinda funny, early on in this thread people worrying that the demo scene is dead/dying etc. Just look at how big this thread is now :-P
int p; // A
 

Offline Karlos

  • Sockologist
  • Global Moderator
  • Hero Member
  • *****
  • Join Date: Nov 2002
  • Posts: 16879
  • Country: gb
  • Thanked: 5 times
    • Show all replies
Re: Demos using a GFX mode please !
« Reply #4 on: February 11, 2003, 12:24:43 PM »
Ooh,
If 320x256x8-bit gives 5.2 MB/s, isn't that actually a bit faster than Zorro-2? So does AGA outperform Z2 graphics cards for direct writes to video ram?

I wonder what my BVision gives in a comparable resolution...
int p; // A