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- Newsgroups: comp.os.msdos.programmer
- Subject: Help with graphics.
- Message-ID: <1992Nov17.071337.19111@latcs1.lat.oz.au>
- From: moore@latcs2.lat.oz.au (Clinton W Moore)
- Date: Tue, 17 Nov 1992 07:13:37 GMT
- Sender: news@latcs1.lat.oz.au (news)
- Organization: Comp Sci, La Trobe Uni, Australia
- Nntp-Posting-Host: latcs2.lat.oz.au
- Lines: 29
-
- OK.. now this might sound rather stupid, but I have nowhere else to turn.
- I'm having difficulty in working out the idea behind using 'planes' to
- access video memory. The basic idea of using a nibble which spans four
- bytes to access a pixel is ok. I'm just not sure of how the memory is
- laid out for it.
-
- My basic interpretation was that there must be four buffers, each
- containing a single bit, for each screen pixel. The first buffer
- starting at A0000. I'm beginning to assume that this might be incorrect,
- and suspect that this may have experienced graphics programmers howling
- over their keyboards. ok ok.. I can take the shame! Just please,
- could someone explain to me the principle of planes.
-
- I *really* don't like using the bios, as I feel it is way to slow.
- This might be an incorrect assumption, but I am new to programming
- ibm's, so please forgive me.
-
- Any help here would be greatly appreciated. If anyone feels any
- inclination to provide examples, then I'll inform you that I'm
- using Borland C++, and assembly.
-
- Thanks once again.
-
- Clinton Moore.
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