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Old 29 May 2017, 14:29   #14
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Join Date: Jun 2015
Location: Germany
Posts: 450
Originally Posted by Toffee View Post
Mind you are such tricks necessary when you have a 64 bit texture mapping Blitter ?!
Well, the scaling reduces the load the screen DMA puts on the graphics memory because one set of graphics data loaded in one memory access lasts for more physical output pixels. The same goes for blitting. If you blit into a lores playfield that is stored as hires, you will have to blit twice as much even though you only get a lores looking image as a result. Hence, scaling is a good feature for this generation of graphics hardware. Today where even phones can do truecolour FullHD with a finger in the nose it may not seem so anymore.
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