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Re: [MiNT] Allocation of video RAM
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From: "Peter Persson" <pep.fishmoose@gmail.com>
Sent: Monday, May 31, 2010 2:38 PM
To: "Jo Even Skarstein" <joska@online.no>
Cc: <mint@lists.fishpool.fi>
Subject: Re: [MiNT] Allocation of video RAM
It's also important to accept the fact that many coders around does not
want to use the VDI. They want a framebuffer
that they can draw to directly, and they may want VRAM buffers for sprites
etc. Trying to force these guys into using
the VDI will only put them off, and it just won't happen. They'll chose
another way to do things, or ignore the platform.
If there is a clean alternative which still works with the way these
coders work, that clean alternative will be used.
Well, the advantage of offscreen bitmaps is that you can either write
directly to it or have the VDI draw to it. So you can use both. You can
allocate an offscreen bitmap at the size and pixel layout of the physical
screen, and then point physbase to this bitmap. Then you can draw directly
to the screen legally, and even combine it with using the VDI to blit
sprites from other offscreen bitmaps while taking advantage from any
hardware acceleration provided by the VDI.
If someone wants to use VRAM for sprite buffers, can they take advantage of
fast VRAM->VRAM blits without writing directly to the hardware or use some
sort of driver (VDI)?
Jo Even