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- Path: sparky!uunet!olivea!charnel!sifon!thunder.mcrcim.mcgill.edu!mouse
- From: mouse@thunder.mcrcim.mcgill.edu (der Mouse)
- Newsgroups: comp.windows.x.i386unix
- Subject: Re: 32K or 16M colours?
- Message-ID: <1992Dec23.171933.11736@thunder.mcrcim.mcgill.edu>
- Date: 23 Dec 92 17:19:33 GMT
- References: <linda.724803368@minnie> <1992Dec20.000426.21774@cbnewsj.cb.att.com> <1992Dec22.130619.18414@news.lrz-muenchen.de>
- Organization: McGill Research Centre for Intelligent Machines
- Lines: 22
-
- In article <1992Dec22.130619.18414@news.lrz-muenchen.de>, roell@informatik.tu-muenchen.de (Thomas Roell) writes:
- >> Take a look at how the 24-bit SVGA's are implemented. Packed 3-byte
- >> pixels. It's going to make working on them rediculous[sic].
- > I don't think 3byte pixels is that rediculus[sic] if you look at the
- > memory contraints given in todays SVGAs. But the price to pay is
- > VERY high. You can only deal with 24bpp (opposed to 32bpp) by using
- > 32bit reads/writes. A simple statistic shows that about every second
- > access will be not correctly aligned and hence at least 2 32bit
- > accesses to video memroy will be necessary. Having this in mind a
- > 24bpp framebuffer will be at leat 1.5 times slower than a 32bpp.
-
- Only if the implementation is careless. You should be doing three
- 32-bit memory accesses for every four pixels. Only if you're doing
- something narrow (ie, small span along the x axis) will the
- misalignment effect make much difference. Granted, drawing lines is a
- common operation, but I believe area copies and text drawing are much
- more important for nearly all applications.
-
- der Mouse
-
- mouse@larry.mcrcim.mcgill.edu
-