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Re:Rendering like it's 1996 – Baby's first pixel by einr on Monday January 16, 2023 @10:09AM (#34401388)
First set mode 13h (320x200, 256 colors):

  asm
    mov ax,0013h
    int 10h
  end;
...then plot pixel with palette index c at coordinate (x,y) -- mem[] is a built in array of bytes representing memory, 0xA000 is where the VGA framebuffer starts:

  mem[$a000:x+(y*320)] := c;
So yes, it's a oneliner, assuming you've already set the correct video mode!
Re:Rendering like it's 1996 – Baby's first pixel by carapace on Monday January 16, 2023 @11:17AM (#34402116)
Oh my, the nostalgia...

I remember pecking out Wu anti-aliased line drawing routines in asm in DOS Debug from out of the Black Book on a PCjr. Those were the days. (Just kidding. These are the days.)

https://en.wikipedia.org/wiki/Xiaolin_Wu%27s_line_algorithm

https://en.wikipedia.org/wiki/Dos_debug

https://www.jagregory.com/abrash-black-book/

https://en.wikipedia.org/wiki/IBM_PCjr

Re:Rendering like it's 1996 – Baby's first pixel by daemin on Monday January 16, 2023 @06:36PM (#34407055)
Yeah, I remember messing around with Mode-X and SVGA video modes, then writing code to plot lines, circles, Wu pixels, Anti-aliased lines and all that stuff.

Years later at different jobs I was able to use the accumulation method used in Bresenham's line drawing algorithm to do some neat integer based graph drawing and scaling.

Re:Rendering like it's 1996 – Baby's first pixel by lelanthran on Monday January 16, 2023 @02:38PM (#34404613)
I remember printing out something called (I think) Ralph Browns Interrupt List on the university line-printer, because I just learned how to embed asm into Turbo C and wanted graphics faster than BGI could do[1].

[1] The BGI library was insanely slow, because, IIRC, it used BIOS interrupts to draw. Could be wrong, I was very young then.

Re:Rendering like it's 1996 – Baby's first pixel by Koshkin on Monday January 16, 2023 @03:51PM (#34405321)