delorie.com/archives/browse.cgi   search  
Mail Archives: djgpp/1997/01/22/10:31:04

Message-ID: <32E62EC9.52B3@eik.bme.hu>
Date: Wed, 22 Jan 1997 16:14:17 +0100
From: "Dr. Andras Solyom" <solyom AT eik DOT bme DOT hu>
Reply-To: solyom AT eik DOT bme DOT hu
Organization: Dept., Atomic Physics
MIME-Version: 1.0
To: djgpp AT delorie DOT com
Subject: Re: X-mode
References: <01bc07f9$fa24d420$a3f80f82 AT default>

Don wrote:
> 
>         I'm writing my first game in Djgpp and I'm trying to use Mode-X because of
> the many advantages.  The only thing I don't like is the non-linear
> addressing.  Whenever you plot a pixel you have to select the bit-plane
> right?!  Okay I wrote a function to do that, but obviously it is somewhat
> slower than say a 13h function.  My biggest problem is blitting.  How can I
> blit in mode X without plotting one pixel at a time (as apposed to a say
> memcpy command to blit whole lines).  Basically I want a fast and easy way
> to copy a buffer containing an image to the video buffer in mode-X.  Maybe
> that's not possible, maybe I should try VESA programming??  Any help would
> be appreciated.

When I first read about how to use mode X I was just astonished. Is this
complicated organization so good for games? Now I have bought the CD ROM
'Essential Books on Graphics programming' from DrDobbs, and read the
'Zen of Graphics Programming' book by Michael Abrash who very keen on
mode X, and he's answer is a definite "YES"! But I
also have the shareware version of Quake, which says that Quake in mode
X is much slower than the in 'normal' modes. And I think those men at ID
really can program!
So I would use the VESA modes right now...
						ANdras

- Raw text -


  webmaster     delorie software   privacy  
  Copyright © 2019   by DJ Delorie     Updated Jul 2019