>If you like RTG demos, why don't you do them by >yourself?
Stupid argument.
>I find the subject a little bit aggressive. Demo >coders do demos just for fun not to impress >people not
And why should this not be possible on RTG, having fun with coding ? Remember - many people (me included) don't have the HARDWARE anymore to display OCS/ECS/AGA. So if a demo does not support RTG we cannot watch it !
>than to use RTG. With RTG is too easy, you just >use library functions.
Again, stupid argument. There is no such thing
as a "demo effect library" - and if there would be you could choose not to use it. Basic RTG-Coding
is quite primitive. It is just "copying a Chunky
Array to the Screen". I do not see where the
big advantage of putting a planar array to the
screen is ? (okay, you can do some tricks with
transparency and stuff, but on the other hand the
hardware is slower - and there are Demo Effects
which will work better in Chunky Format also).
The PC Demo Scene is using Chunky Format since
a very long time. Sure, some of their demos are
boring, but there are also really great demos there...
>But I think you can impress people by using >design and new effects instead of "I made it fast >on a slow machine" !
Again: Most people will not be able to view a
Demo without RTG Support. And well - what's so
special about AGA that demos should not be allowed to be not AGA ? I don't see anything there...
asides maybe that a lot of demo-coders are very
reluctant (luckily not all of them

) to look
into something new. Generally the ones who are
against RTG Demo are the ones who have no clue
about RTG Coding... sounds strange, doesn't it ?

BTW: It is easy to code the demos in a way they
run on both Chunky and Planar Hardware. Usually only THREE FUNCTIONS will differ (opening a screen, closing a screen, copying data to the screen). Of course you have to keep some "rules" (no hacky stuff which breaks the OS, everything
in Chunky Format).
>to improve your effect. The same goes for 3D: why >code it in assembler, when there exists >Lightwave?
This proves no argument against RTG-Supporting Demos...
>MACHINE. So demo coding, IMHO is: choose a >platform and do stuff with THAT platform. >Portability
Yes, and on Amiga these days this platform is
a PPC-based RTG-System
> masterpiece of coding if it run >on a P4. but "arte" is a masterpiece of coding >because it runs on A500!
The question is: Couldn't the demo be done so that it runs on BOTH an A500 and a RTG-System? i think this should not have been so hard

>different CFX cards use RTG, hopefully more in >the future. But all these gfx card are different, >they have different features and speed. How can a >coder program "the best way"? There is no way >which is
Bah. You only have to care about this if you want
to support 3D Hardware (unlikely for Demo coders). If you use the GFX Card only as a Chunky Buffer
you do not need to care about this. There are only so many ways to copy an array into a chunky buffer. Sure, some might be a bit faster, but the same is the case for AGA Demos too... sometimes a programmer has a slightly faster approach (for example c2p).
>Ok, this is my opinion. Many coders have >different opinions, so there are RTG demos >around. But I
An opinion totally - please forgive my words -
unharmed by any knowledge about what RTG is
actually about

If you want to discuss on an issue, you should at least know the BASICS of the issue - and not say "I don't know what I am talking about, but I don't like it".
>hand, if you say "this demo requires ATI Radeon >card" then you are forcing the use of a >particular
Such a thing would only happen if you would support 3D Hardware (which is highly unlikely for Demo Coders to do).
>Still anotherr issue is that modern gfx cards are >TOO powerful. They implement many many effects in
You do not have to USE the 3D Hardware. Use the GFX Card simply as a chunky Buffer, like the Demo-Coders on PC. Basically your API is
- Open a Screen
- Get the Base address of where the graphics
data of the bitmap starts
- Change the Colors
- Perform Multibuffering
- Close the Screen again
That's *all* you need. What's here so different
to Demo-Coding under Planar hardware (asides from that it is chunky then...).
I fully understand that Demo Coders don't want to
use "lame 3D Hardware Support" - after all they
want to show their coding skills, *not* the powerful 3D Chip.
On the other hand they should go sure people can
actually WATCH their demos. And with requiring
Planar Hardware (most modern monitors do not
support 15 kHz frequencies anymore) people CANNOT.
If you need any help adapting your demos to RTG (so it can run even on both, RTG and AGA) contact
me privately, and I give you some hints. You need
of course to go sure that you render in Chunky-Format (alternatively you could use a p2c algorithm, to convert to chunky format - which will of course cause a slowdown, but on a fast GFX Board the bad effect should not be THAT bad anymore).
There's nothing magic in RTG. The main difference is:
AGA: You first define the first bitplane, then the next, and so on...
RTG: You have all bitplanes in one value...
Simple Example: (4x4 pixels in 4 Bit)
AGA:
1001 1100 0101 1111
1001 1111 1111 1111
0011 0000 1111 0000
1010 1010 1010 1010
RTG:
11 ("1011")
0
12 ("1100")
7 ("0111")
...
Steffen Haeuser