[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: Problem Converting Apple IIgs' RGB to VGA?



"mdj" <mdj.mdj@gmail.com> wrote in message 
1157446692.415946.72270@i3g2000cwc.googlegroups.com">news:1157446692.415946.72270@i3g2000cwc.googlegroups.com...
>
> Bryan Parkoff wrote:
>
>>     Hi, how do you know that 16 bit RGB data is slower than 24/32 bit RGB
>> data?
>
> Unless you're in full screen mode, you're restricted to the actual
> target visual which on a modern machine is going to be 32 bit. 16 bit
> colour needs to undergo a transform to 24/32 bit.
>
> Assuming you're just blitting straight to the video framebuffer, you'll
> most likely get better results in a 32 bit visual.
>
> Anyway, if you're going to the trouble to write this code, why would
> you use direct3D? You could just as easily use SDL, or even OpenGL, and
> have code that'll run on practically anything.

Matt,

    Ok.  I don't know if DirectX 9.0 is better.  I have heard that OpenGL is 
no longer supported.  It made programmers upset so they found other ways to 
put OpenGL on Windows Vista.  I will take a look at SDL.  DirectX 9.0 has 
all features including I/O, sound, network, etc.  What about SDL?
    I use full screen using 16 bit RGB data into 2D pixel array.  2D pixel 
array is modified and updated 60 times as 60 frames per second.  I use 
UpdateSurface function.
    Do you have great knowledge of DirectX 9.0 and SDL?  I am learning.  Is 
DirectX 9.0 perfect for emulator?  What about SDL?

Bryan Parkoff