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):
...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:
So yes, it's a oneliner, assuming you've already set the correct video mode!
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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
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.