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Mail Archives: djgpp/1998/07/20/22:31:55

From: "Dan Goodman" <dog AT fcbob DOT demon DOT co DOT uk>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Graphics level
Date: Tue, 21 Jul 1998 01:52:36 +0100
Message-ID: <900982260.3761.0.nnrp-11.9e989aee@news.demon.co.uk>
References: <011901bdb41d$7ecc2040$494e08c3 AT arthur>
NNTP-Posting-Host: fcbob.demon.co.uk
Lines: 38
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

>Is it possible to do 640x480x16? Yes, so long as you have a graphics card
>with enough memory (about 1MB should do it) which most cards have.

I imagine that most pentiums nowadays come with gfx cards with at least
this? But how about VESA support? I know I had to get Scitech Display Doctor
for mine (Diamond FireGL with Permidia2). Is there any other way of getting
640x480x16 in Allegro?

>
>Is it possible to have 12 objects on screen at once? Should be no problem
>for a P133. Those of us in the G'98RGT team are currently in the process of
>programming a game in 640x480x16. We plan to have quite a few more objects
>than 12 on screen at once. Our minimum spec is any Pentium (although since
>there is no Pentium specific code, it should run on any system with enough
>video RAM to handle the resolution). What you are suggesting could be done
>on a 386 with a good graphics card. A Pentium would hardly feel the
>pressure.

This is good news, I wrote a quick demo of my game, and it runs at 60fps,
but I have programmed it really badly, just so I could see what it looked at
(it redraws the whole screen each time... hey it was quick and easy!). For
640x480x16, which of the animation methods is best?

>
>BTW, palette allocation is not all that hard. If you have a good art
>package, it will tell you how many colours it used for each image. You
>should also be able to create a user palette which you can use for each
>graphic you make. PSP does all this, but so do several other packages. The
>hard bit is keeping each image in sync with the palette...
>

Hmm.. I don't like palette stuff, I think I'll try and stick with 16+bit
from now on.

Cheers,
Dan


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