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      /  AmigaNG: Amiga or not?
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PosterThread
broadblues 
Re: AmigaNG: Amiga or not?
Posted on 13-Jul-2014 23:04:38
#161 ]
Amiga Developer Team
Joined: 20-Jul-2004
Posts: 4446
From: Portsmouth England

@NutsAboutAmiga

Haha. rofl:

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NutsAboutAmiga 
Re: AmigaNG: Amiga or not?
Posted on 13-Jul-2014 23:11:57
#162 ]
Elite Member
Joined: 9-Jun-2004
Posts: 12818
From: Norway

@Signal

Quote:
.... Yeah, right. I got your FM, RIGHT HERE!


So way not simply called it Synth that's what normal people call it when they talk about music.

I'm not a musician, I have technical degree in Electronics, when we learned about FM it was about radio, sidebands and carriorband and stuff like that, anyway I'm pretty should you can generate FM on the fly with out using lots of CPU, it should not be too hard, we are only taking about speed (frequency) used to generate a wave.

Anyway I have never ever liked alib and synth music, I think pre record samples are richer in sound.

Last edited by NutsAboutAmiga on 14-Jul-2014 at 03:51 AM.

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Signal 
Re: AmigaNG: Amiga or not?
Posted on 13-Jul-2014 23:56:28
#163 ]
Cult Member
Joined: 1-Jun-2013
Posts: 664
From: USA

@NutsAboutAmiga

Quote:

NutsAboutAmiga wrote:
@Signal

Quote:
.... Yeah, right. I got your FM, RIGHT HERE!


So way not simply called it Synth

Anyway I have never ever liked alib and synth music, I think pre record samples are richer in sound.


Nuts!

Not music.

FM....the last part of

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Hypex 
Re: AmigaNG: Amiga or not?
Posted on 14-Jul-2014 15:16:11
#164 ]
Elite Member
Joined: 6-May-2007
Posts: 11216
From: Greensborough, Australia

@NutsAboutAmiga

Quote:
Well there is no support for Alpha in the Pen system, anyway the Pen system is does not make sense when you have more then 256 colors,


I skipped it for simplicity. But, the pens are still used on RTG, as they can be used to assign colours to pen numbers as always. So each program can have it's own palette.

Also, it allows one to assign an RGB value to a pen and set that pen to draw with. Since the Amiga API was based on a palette of limited colors this allows to use the old system on RTG.

Quote:
Some kind of RGBToNativeBitmapPixelFormatTagsWithCherriesOnTop()




Quote:
t makes even less sense when you only have a 256 colors palette.


A 256 colors palette in 24-bit? Well yes I suppose it would. But they were thinking of RTG.

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Hypex 
Re: AmigaNG: Amiga or not?
Posted on 14-Jul-2014 15:43:37
#165 ]
Elite Member
Joined: 6-May-2007
Posts: 11216
From: Greensborough, Australia

@broadblues

Quote:
Your carefully quoting out of context so as to hide the fact you got it wrong, although I also accidebntal type right rather than left


So that's where this went off in the wrong direction.

In any case, I'm fully aware of how to convert an 8-bit value to a 32-bit value. Reagrdless of the page of lessons in between, I also stated this:

Quote:
Sure, or'ing all the bytes together was a neat trick to convert 8-bit RGB to 32-bit RGB.


IOW the logical version of multiplying by 0x01010101,

Quote:
I allready had a somewhat unexpectantly long exchnage on th


Yes, that looked like a rather heated discussion. After nightfall a whole page suddenly appeared.

Quote:
Maybe but your instantly relimiting the API to an arbitrary small size, when the datatypes are for larger sizes easily withing the scope of existing hardware


That shows a major problem with the API and general rigidness with functions like LoadRGB4() and loadRGB32(). They are set to a specific size. What about 64-bits? Okay yes that's even more silly.

But, both can be solved by having a dymanic data structure or table where the size of the RGB entires can be specified. Software only needing 8-bit or targetting the AGA hardware can be easily ramped up by the OS if needed.

Quote:
Think about the fact that is a short period of time the bits per channel had doubled, would it not be likely it would double again?


Possibly if it was based on a palette where it could be managed. But true colour already existed by then and expanding a pixel to be a 64-bit or 256-bit size taking up 8 or 16 bytes each would have been too much for the VRAM AFAIK. Unless it could be stored as planar with each RGB value on a different plane.

Last edited by Hypex on 15-Jul-2014 at 04:15 PM.

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Hypex 
Re: AmigaNG: Amiga or not?
Posted on 14-Jul-2014 15:58:55
#166 ]
Elite Member
Joined: 6-May-2007
Posts: 11216
From: Greensborough, Australia

@broadblues

Quote:
Silver or gold or any shiny metalic colour aren't really colours as such, so you'll never find it with RGB sliders, it's a refelctive surface,


What about a silver that isn't a direct reflection? Say a TV remote or other silver sprayed plastic surface?

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Thorham 
Re: AmigaNG: Amiga or not?
Posted on 14-Jul-2014 17:00:26
#167 ]
Regular Member
Joined: 5-Mar-2014
Posts: 183
From: Unknown

Quote:
Hypex

What about a silver that isn't a direct reflection? Say a TV remote or other silver sprayed plastic surface?

It's gray. Silver that's reflecting white light is a bunch of grays (google silver and click images, it's not so hard to see).

Last edited by Thorham on 14-Jul-2014 at 05:01 PM.

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itix 
Re: AmigaNG: Amiga or not?
Posted on 14-Jul-2014 17:31:26
#168 ]
Elite Member
Joined: 22-Dec-2004
Posts: 3398
From: Freedom world

@Hypex

Quote:

That shows a majpr problem with the API and general rigidness with functions like LoadRGB4() and loadRGB32(). They are set to a specific size. What about 64-bits? Okay yes that's even more silly.


Actually having 10/12/14-bit gray images are not so uncommon so reasoning behind LoadRGB32() is not that stupid. But it is stupid as they could have added some pixel format argument to specify if palette array is ARGB32 or some other format.

Usual problem with API designs is that either they support almost no alternative options or they try to support everything plus kitchen sink. LoadRGB4() falls to first category and LoadRGB32() to latter :)

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