🔒 Locked
Video Memory Offset
Advertisement
Original Post
Just a quick question: Where is the video memory offset? I want to copy my graphics buffer directly to there. I''m using 24-bit graphics.
Hey, don''t forget to visit my page... by clicking here!
quote:
first. how you can be using a 24 bpp mode and don''t know how is it the offset of graphics memory ??
He''s probably working with C++ and directX/opengl.
-If you see this image I may or may not be online My website
Well, from what I can recall, back in the days when I was programming Vesa on MS-DOS... the offset used to be 0xA000 for graphics mode. I think it was 0xB000/0xB800 in text mode.
That was real-mode and that was dos, where you still had direct hw access.
Any modern OS uses protected mode, and won''t give you direct hw-access that easily... I think you''re better of using a high level api or at least a driver or something, unless you want to do everything by hand.
That was real-mode and that was dos, where you still had direct hw access.
Any modern OS uses protected mode, and won''t give you direct hw-access that easily... I think you''re better of using a high level api or at least a driver or something, unless you want to do everything by hand.
quote:
Original post by Wildfire
Any modern OS uses protected mode, and won''t give you direct hw-access that easily... I think you''re better of using a high level api or at least a driver or something, unless you want to do everything by hand.
DirectDraw, IMHO, handles this pretty elegantly.
Whoops, yeah, those funny additional zeros that caused a lot of pain sometimes... dos addresses used do be 20 bits 
Anyways, I think it's been what, 10 years? So I think my memory wasn't that bad... =D
Uhm, DirectDraw == API, or not? So, what's your point. If you're telling that DirectDraw has direct access... well, it's part of DirectX (~part of the OS more or less). I didn't say it's impossible to get direct hw access.
[edited by - Wildfire on August 7, 2003 3:47:47 PM]
Anyways, I think it's been what, 10 years? So I think my memory wasn't that bad... =D
quote:
DirectDraw, IMHO, handles this pretty elegantly.
Uhm, DirectDraw == API, or not? So, what's your point. If you're telling that DirectDraw has direct access... well, it's part of DirectX (~part of the OS more or less). I didn't say it's impossible to get direct hw access.
[edited by - Wildfire on August 7, 2003 3:47:47 PM]
quote:
Original post by Anonymous Poster
FrancoisSoft, your website make me laught, so you are a company that sell console games of nintendo in eBay ? xD
I''d like to see you make a website and sell stuff on it. You''re probably too stupid to do that.
quote:
Original post by FrancoisSoftquote:
Original post by Anonymous Poster
FrancoisSoft, your website make me laught, so you are a company that sell console games of nintendo in eBay ? xD
I''d like to see you make a website and sell stuff on it. You''re probably too stupid to do that.
no need to get nasty. It only encourages the APs.
Look into:
http://libsdl.org/
http://www.opengl.org/
http://msdn.microsoft.com/library/default.asp?url=/nhp/Default.asp?contentid=28000410
The first two are nice in both the shorter link, and the ability to port between platofrms. SDL lets you directly access the screen memory, and handles the system calls needed to let you do so, which would vary per platform. The only drawback is it might be slightly difficult to install under windows (been awhile since I tried that since I''m on linux
Topic Locked
This topic has been locked by a moderator. New replies are not allowed.
Sign in to reply to this topic.
Advertisement