From: "Jack Edwards, Jr." 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 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk 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.