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Specifically under AGA, when using a 1x2 (or any other non 1x1 mode we may reintroduce), message text is illegible due to the lower resolution. The problem is solved for RTG modes by rendering rext directly to the VRAM BitMap while it is still locked.
For AGA the possibility exists that the text could be displayed using sprites:
Up to 8 sprites per scanline
Each sprite up to 64 pixels wide
Sprites are drawn independently of what else is on the display, so this could be an ideal way to bring the message text back in. With the sprites in place, the only other changes would be to the copy routine as planar glyphs are still plotted in Fast RAM then copied to a bitplane in Chip RAM.
The text was updated successfully, but these errors were encountered:
Specifically under AGA, when using a 1x2 (or any other non 1x1 mode we may reintroduce), message text is illegible due to the lower resolution. The problem is solved for RTG modes by rendering rext directly to the VRAM BitMap while it is still locked.
For AGA the possibility exists that the text could be displayed using sprites:
Sprites are drawn independently of what else is on the display, so this could be an ideal way to bring the message text back in. With the sprites in place, the only other changes would be to the copy routine as planar glyphs are still plotted in Fast RAM then copied to a bitplane in Chip RAM.
The text was updated successfully, but these errors were encountered: