English Amiga Board


Go Back   English Amiga Board > Coders > Coders. General > Coders. Tutorials

 
 
Thread Tools
Old 14 September 2009, 13:23   #1
pmc
gone
 
pmc's Avatar
 
Join Date: Apr 2007
Location: completely gone
Posts: 1,596
Chunky to planar

Hello chaps.

More questions from me I'm afraid - so what's new?

Do all the more modern (AGA) Amiga demos use some kind chunky to planar conversion for their graphics?

I don't really understand or have any experience of c2p but I assume that the idea is that internally to your routine you represent graphics in chunky format and do all your graphics manipulations on this chunky graphics data before putting these updated chunky graphics through a c2p converter routine for display in planar format...?

I take it this is for reasons of speed? - ie. it's quicker to generate / change the chunky graphics data and do c2p ready for display rather than updating the planar graphics directly once you start getting to doing complex things like texture mapped 3d in multiple bitplanes...?

As usual, any info gratefully received.

I'm not necessarily trying to code this stuff at the moment, just thinking about my potential coding future.
pmc is offline  
Old 14 September 2009, 13:58   #2
musashi5150
move.w #$4489,$dff07e
 
musashi5150's Avatar
 
Join Date: Sep 2005
Location: Norfolk, UK
Age: 42
Posts: 2,351
Your hunch is right - it's for speed. Think about setting a pixel on a 256 colour planar display. You would need to do 8 writes (one for each plane) to set the pixel. With a chunky display you just write once. Think of this 8 write penalty inside an inner loop running many times...

Also with a planar display you cannot access all pixels of the display individually without some extra logic operations (mask/shift etc) - this adds a penalty too of course.

Basically the short of it is: it's faster to render your graphics chunky style and convert it all later than to convert every pixel as you go along
musashi5150 is offline  
Old 14 September 2009, 14:49   #3
pmc
gone
 
pmc's Avatar
 
Join Date: Apr 2007
Location: completely gone
Posts: 1,596
@ musashi5150 - OK mate, nice one. Something for me to think about ways of achieving for the future then...

So we can add c2p to that (long) list of things you told me you had done / were doing in code.

See, I told you before you were a coding hero.
pmc is offline  
Old 14 September 2009, 21:44   #4
musashi5150
move.w #$4489,$dff07e
 
musashi5150's Avatar
 
Join Date: Sep 2005
Location: Norfolk, UK
Age: 42
Posts: 2,351
Quote:
Originally Posted by pmc View Post
See, I told you before you were a coding hero.
I don't know about that... more like a failed teacher
musashi5150 is offline  
Old 15 September 2009, 07:58   #5
NovaCoder
Registered User
 
NovaCoder's Avatar
 
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,405
Here's a nice tutorial it makes no sense to be me but at least it's pretty.
NovaCoder is offline  
Old 15 September 2009, 08:06   #6
pmc
gone
 
pmc's Avatar
 
Join Date: Apr 2007
Location: completely gone
Posts: 1,596
@ NovaCoder - Nice one pal.

I'll check it out...
pmc is offline  
Old 15 September 2009, 08:51   #7
musashi5150
move.w #$4489,$dff07e
 
musashi5150's Avatar
 
Join Date: Sep 2005
Location: Norfolk, UK
Age: 42
Posts: 2,351
Yup and it's a good one as Kalms did it
musashi5150 is offline  
Old 15 September 2009, 12:00   #8
Leffmann
 
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
Scout (I think this is Kalms?) has uploaded a zip file to the Aminet with a collection of C2P routines as well. I remember using them cause I could never get my own to run as fast, and found his routines to be excellent.

Keep in mind it's not a rule that rendering in chunky format and converting is always faster, but depends on size and regularity in what you render. F.ex for some left to right rendering a sequence of ADD.L Dx, Dx OR.B x, Dx or similar to insert sequential pixels will most likely be faster.
Leffmann is offline  
Old 15 September 2009, 13:08   #9
Asman
68k
 
Asman's Avatar
 
Join Date: Sep 2005
Location: Somewhere
Posts: 828
@Leffman - Can you post the link to this zip file ? Thanks
Asman is offline  
Old 15 September 2009, 14:02   #10
Leffmann
 
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
I've uploaded the archive to the zone.
Leffmann is offline  
Old 15 September 2009, 14:14   #11
pmc
gone
 
pmc's Avatar
 
Join Date: Apr 2007
Location: completely gone
Posts: 1,596
@ Leffman - cheers for the archive upload.

It's nice to have source codes but the fun is in trying to get it working yourself - I've stored them in case but there'll be no peeking from me until I've at least had a go at it first.
pmc is offline  
Old 15 September 2009, 16:20   #12
Asman
68k
 
Asman's Avatar
 
Join Date: Sep 2005
Location: Somewhere
Posts: 828
@Leffmann - Thank you.
Asman is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Optimised Akiko Chunky-to-Planar emulation Mequa support.WinUAE 9 05 February 2012 02:47
Akiko Chunky-to-Planar conversion Mequa support.WinUAE 5 21 January 2012 10:50
Chunky looking Graphics. Washac support.Hardware 8 09 February 2010 17:52
Amiga Bitplanes & Planar vs Chunky - Technical Expert Required CodyJarrett project.APoV 4 12 November 2009 11:14
Chunky to planar on a500 Alter Coders. General 28 10 April 2007 02:53

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 15:04.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.08158 seconds with 13 queries