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Re: [MiNT] Bit-Depth and Graphics stuff....



14 jul 2010 kl. 21.33 skrev Michael Bernstein:

> Hi Peter,
> 
>> It's not a case of accessing the screen directly, it's a case of
>> rendering bitmaps directly to the target format.
> 
> And this is a different thing for you? I think, it make no big
> difference. The VDI hides hardware specific informations. This includes
> the screen address and the organization of the device independant
> format. So in both cases you work around the VDI. And this is in both
> cases a bad programing style.

But it's perfectly acceptable in truecolor resolutions? Ofcourse there's a difference. Banging the screen directly is dangerous, because it may not even work. On some graphics hardware, you don't even have access to the framebuffer, which could lead to a crash. The worst thing that can happen if you blit something is that it'll look ugly.

I have an example for you. Let's say you would port Doom to GEM. The screen is rendered to an 8-bit packed pixel surface.

Now, since it's a game, it needs to be playable on a real machine. How would you solve that?

>> The worst thing that can happen is garbled window contents.
> 
> I am shure, people dont like this.

Since the pixel format can be detected, that scenario can be avoided anyway. And I'm pretty sure people don't like to play games in 3fps.

-- PeP