Yes. I made a 2D graphics library to sit ontop of DirectDraw (which could very easily be changed). It featured 100% sram surfaces (yay, screw vram ) and all the basic functions. MMX optimized alpha blending, colorkeying and all that. It also had a nice image loading plug-in system so you could just plunge the right modules into it without changing a line of code .
At the moment I''m thinking of writing a rudimentary 3D library for learning purposes only. I''d probably not get as far as to polygon fillers, wireframe models should suffice, right?
And then, I made a thousand (hehe) of graphic functions that never made it to any library, or even made it out of the implementation/testing phase...
"This album was written, recorded and edited at Gröndal, Stockholm in the year of 2000. At this point in time money still ruled the world. Capitalistic thoughts were wide spread. From the sky filled with the fumes of a billionarie''s cigar to the deepest abyss drenched in nuclear waste. A rich kid was a happy kid, oh..dirty, filthy times. Let this be a reminder."
- Fireside, taken from back of the Elite album
Who has made their own graphic functions?
I bet they used uncompressed bmp for performance reasons. In the days of 8 or even 16MHz processor, on-the-fly decompression was a dream not a reality.
I made a voxel based 3D engine using mode13. I made 3D fractals I could plot points, cubes & spheres (no filling or shading, just the "mesh"). I tried to push on into SVGA, but could never get the bank switching to work right.
I made a voxel based 3D engine using mode13. I made 3D fractals I could plot points, cubes & spheres (no filling or shading, just the "mesh"). I tried to push on into SVGA, but could never get the bank switching to work right.
- The trade-off between price and quality does not exist in Japan. Rather, the idea that high quality brings on cost reduction is widely accepted.-- Tajima & Matsubara
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