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Author Topic: RTG on AGA.  (Read 4653 times)

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Offline Karlos

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Re: RTG on AGA.
« on: March 12, 2003, 11:59:53 AM »
I did use CGX AGA for a bit. It was fine for 8-bit stuff, such as Benoit and the like. There was no 15/16/24/32 bit support though..

It doesn't actually need a PPC - it just uses the ppc.library's AllocVec() replacement function to get memory aligned to a 32 byte boundary (AFAIK).

Maybe somebody could write a tiny stub ppc.library for this purpose ;-)
int p; // A
 

Offline Karlos

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Re: RTG on AGA.
« Reply #1 on: March 12, 2003, 12:05:00 PM »
Quote

Tickly wrote:
Hmm... but are there any programs that use 8bit output, yet absolutely require the presence of an RTG system?!

Surely any sane programmer writing an OS friendly program that requires 8 bit chunky would offer a mode that uses graphics.library, so users of BlazeWCP can use the program too!?


Unless theyr'e lazy buggers like me :-)
int p; // A
 

Offline Karlos

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Re: RTG on AGA.
« Reply #2 on: March 12, 2003, 12:34:01 PM »
I was kidding ;-)

I have my own code which is much faster than WritePixelArray() (gets copy speed basically) for 15/16/24/32 bit, even when conversion is required. I don't really support 8-bit yet though :-(. This is principally because I use Warp3D for a lot of stuff and most 3D hw is severely crippled on 8-bit screens.
int p; // A
 

Offline Karlos

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Re: RTG on AGA.
« Reply #3 on: March 12, 2003, 02:01:55 PM »
Quote

Tickly wrote:
Yes, well i guess you didn't read my original post properly then... i said software which requires 8 bit chunky graphics!  :-P


Nope, I did read it :-). I was just excusing myself from not having written much 8-bit stuff yet :-)
int p; // A
 

Offline Karlos

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Re: RTG on AGA.
« Reply #4 on: March 12, 2003, 02:58:08 PM »
I might be interested...
Does it bang the copper etc? Or can I just wrap it in a stub C function and use it safely in OS compatible code?
int p; // A