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Graphics Programming

Started by Xanth Jun 15, 2002 at 4:24 PM 2 replies 800+ views
Original Post
Xanth
Xanth
Ok just a couple questions... Ok so I''m learning low-level graphics programming. I''m using DJGPPs nearptr.h to get past protected mode, so I can initialize, and write to Video Memory. (For learning purposes.) 1. I''d be curious to see the actual code for the nearptr functions. 2. SDL, OpenGL, DirectX, etc... Are they basically doing graphics the way it used to be done (in Real Mode), only now we''re not really allowed to do everything we used to do? If that doesn''t make sense please say so, I''ll try to clarify. "I thought Genius lived in bottles..." - Patrick Star
"I thought Genius lived in bottles..." - Patrick Star
phueppl1
phueppl1
for the 2nd one:

OpenGL and DirectX enable programmers and chip designers to work within one interface. So, graphics can be optimized for different prozessors/graphicscards while still being "portable" (in a sense that it works on diffrent machines . If you''re coding your own software rasterizer there are advantages and disadvantages:

advantages:
- optimized for what you need.
- fairly portable, as long as you don''t get to processor specific (but then it''d be quite slow)

disadvantages:
- speed. Optimized hardware is faster (duh.. than your slickest graphics code
- extra power for other tasks (physics, AI, sound, input , etc..)

ok, hope that helped,
cya,
Phil

Visit Rarebyte!
and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states )
Visit Rarebyte! and no!, there are NO kangaroos in Austria (I got this question a few times over in the states ;) )
Rickwi22
Rickwi22
Ive been thinking about doing what you are doing, where can I find info on nearptr.h and other graphics things with DJGPP.
I cant find any good info. I already have DJGPP
Xanth
Xanth
quote:

OpenGL and DirectX enable programmers and chip designers to work within one interface. So, graphics can be optimized for different prozessors/graphicscards while still being "portable" (in a sense that it works on diffrent machines . If you're coding your own software rasterizer there are advantages and disadvantages:



Yeah, but I mean, at the core it's still basically what used to be done, only now it is more standardized. And we as programmers aren't supposed have access to as much hardware as used to be allowed.

Is that at all correct?

Thanks for oyur reply, Phil.



quote:

advantages:
- optimized for what you need.
- fairly portable, as long as you don't get to processor specific (but then it'd be quite slow)

disadvantages:
- speed. Optimized hardware is faster (duh.. than your slickest graphics code
- extra power for other tasks (physics, AI, sound, input , etc..)



Really my only reasoning for making my own Library is for learning purposes.



Rickwi22,

This place is pretty cool...

http://www.brackeen.com/home/vga/index.html

It's got source code for DJGPP which shows the usage of most of the stuff in the nearptr.h file.

I'm still looking for more info on what nearptr is actually doing. Hopefully when I get a handle on Assembly I'll be able to figure it out...



"I thought Genius lived in bottles..." - Patrick Star





[edited by - Xanth on June 15, 2002 9:29:39 PM]
"I thought Genius lived in bottles..." - Patrick Star

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