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| subject: | Need more DIVE info |
GB> RB> Does anyone know where information on the DIVE spec can be found that i GB> RB> more complete than what is available in the DIVE.ZIP file? I am GB> RB> specifically wondering about hardware palette management calls. I have GB> RB> seen DLIB06's solution to the 8-bit color palette problem, but it only GB> RB> works for VGA cards. I figure DIVE must have something built in. GB>My 8-bit color method used in DLIB, is virtually what GB>happens when you set up a palette into a HPS, ie generates GB>a conversion table. This is how the PM video drivers do it. GB>16bit and 24bit color have a hardwired palette. It would be nice if you could create a palette and have it loaded into hardware as is though, then the drawing routines could be way faster. The other option is to make a conversion table and fiddle every bitmap in your system to conform to the hardware palette. Another time waster. For a game with a zillion textures like doom, this would be really slow. I have seen this method used on a doom-style graphics engine called wt and the colors are funny. It just doesn't look right. GB>Don't be suprised if you see a library from IBM to handle simple palette, an GB>clipping problems. I seem to be the only other person that GB>fully understands it. If my video drivers supported >8bit GB>color, I too would support it in DLIB. I have heard that this is on the way, along with image stretching and a few other goodies in MMPM in performance beta II. Oh, in DLIB you get the hardware palette through port IO, you can get the same info using the GpiQueryRealColors function. Rob. ___ X SLMR 2.1a X I haven't lost my mind...it's backed up on tape somewhere --- Maximus/2 2.01wb* Origin: The Idle Task... (604)275-0835 Richmond BC. (1:153/905) SEEN-BY: 12/2442 54/54 620/243 624/50 632/348 640/820 690/660 711/409 410 413 SEEN-BY: 711/430 807 808 809 934 712/353 623 713/888 800/1 @PATH: 153/905 918 767 3615/50 229/2 12/2442 711/409 54/54 711/808 809 934 |
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