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[ts-7000] Re: Frame Buffer Programming ?

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Subject: [ts-7000] Re: Frame Buffer Programming ?
From: "gamehoser" <>
Date: Mon, 04 Dec 2006 16:28:57 -0000
I too am very impressed with the flexibility and speed of the board. 
I am quite pleased at my purchase at this point.  At this point I have
double buffered blits and rectangles ping ponging between pages 1 and
2(I leave page 0 alone so that I can switch back to the console when I
need to).  

The problem I'm now having is that I can't figure out how to address a
page other than 0 with a setpixel type routine.  When I take the start
of video memory and offset to what SHOULD be the second
page(fb+(1024*1024)), I invariably crash the machine when I try to
write a pixel there.  I then thought maybe the bus select in the
vidctrl register would automatically relocate writes to fb to the
appropriate page.  I tested that this morning and still no go.  I'm
getting pretty close to having sprites running, but I need to be able
to write to non-visible pages with more than just a rectangle draw to
make this useful.  I am memory mapping the entire 8 meg video memory
with a single mmap.  If that's a problem, I'd love to understand why,
but it might be relevant info.  Any help here would be appreciated.

As for posting of code, I'm torn on that subject.  While I appreciate
the help I get here, I sorta bought the board to "tinker" with. By
posting code, you would get me further ahead of where I am now, but I
would have "earned" it and where would the fun be in that.  ;).  

With that said, there may not be a better way to do this, the docs for
the video portion of the board seem VERY sparse, so code may be the
most concise way for me to learn the fundamentals of the hardware.  I
write video games for a living and with the exception of the PS2 and
PS3 I don't think I've ever spent this much time rebooting my kit
because I crashed it.  :)

P.S. Peter I'm sure many have said it already, but let me add my
voice: Thank you for moderating this group, and extra thanks go for
funding something as valuable as an 800x600 fpga load.

--- In  "PeterElliot" <> wrote:
>
> James,
> 
> I've done quite a bit of direct frame buffer/blit code with the 7300 
> (as well as funding the 800x600 update ;-)
> 
> If you, or anyone else, would like access to some of my code (for non-
> commercial uses) then I'll look at posting some code - Unfortunately 
> I use a folding text editor (Interspector) which mangles the raw 
> source code which makes it difficult to extract...
> 
> Functions I've coded include:
> 
> * Anti-Aliased Fonts in multiple sizes and horizontal/vertial 
> orientation complete with kerning.
> * Boxes and frames with adjustable line thicknesses and corner radius.
> * Icon bliting by using the spare screens as icon stores which are 
> pre-loaded before my application runs.
> * Anti-Aliased line routines.
> 
> I must say, for my use (machine user interface) the 7300 has been 
> very easy to work with and using double buffering, the screen updates 
> are very quick.
> 
> Regards,
> 
> PJE
> 
> --- In  "gamehoser" <james.singer1@> wrote:
> >
> > This topic seems to have been asleep for a while, but I've now got 
> my
> > board and I'm looking for details on how to use the FPGA built in
> > bit-blt and rectangle draw functions so that I can encorporate them
> > into a graphics library I'm working on.  I've got simple frame 
> buffer
> > writes working, but a full screen bit-blt of black for example would
> > be nice for a clear and given that the frame buffer address can't be
> > adjusted dynamically, it'll probably be the ONLY way to have decent
> > double buffering performance.  Thanks in advance.
> > 
> > James
>




 
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