delorie.com/archives/browse.cgi   search  
Mail Archives: djgpp/1997/06/02/18:36:50

From: "Jack Edwards, Jr." <flange AT erols DOT com>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: 16bit vs 32bit graphic performances
Date: Mon, 02 Jun 1997 17:02:22 -0400
Organization: Mages of the Blue Circle, inc.
Lines: 27
Message-ID: <339334DE.6666@erols.com>
References: <33929E89 DOT 7230 AT mag00 DOT cedi DOT unipr DOT it>
Reply-To: flange AT erols DOT com
NNTP-Posting-Host: wdr-as1s21.erols.com
Mime-Version: 1.0
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

Stefano Brozzi wrote:
> 
> I'm using some functions in mode 13h I've written.
> I don't obtain many advantages in using 32bit DJGPP Compiler instead
> another 16bit compiler but 106 fps vs 98 fps.
> Does anyone find better results ?
> 
>         TIA
>         Stefano
> 
> PS:
> this question is from Ivan Baldo: baldo AT chasque DOT apc DOT org

I personally found that the speed increase wasn't as important as the
ease of coding graphics is 32-bit vs. 16-bit. If you're planning on
dealing with SVGA in any way, take my word for it it's just not worth
coding it up in 16-bit! ;-)

If you're planning on implementing a ModeX application, you can avoid
the 64K problem by storing your sprites and video buffers in a 4-plane
memory format similar to the format used by the video card. All in all
though, I'm glad I've taken my company to 32-bit. Even the ModeX stuff
is easier to code in 32-bit, and for the SVGA stuff blits have been
reduced from complicated XMS stuff to sucessive "memcpy()"s.

Hope that helps,
Jack Edwards, Jr.

- Raw text -


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