Path: utzoo!attcan!uunet!samsung!usc!jarthur!nntp-server.caltech.edu!coil!andrey From: andrey@coil.caltech.edu (Andre T. Yew) Newsgroups: comp.sys.amiga Subject: Re: Better Amiga Graphics and HDTV Summary: interactive graphics for the Amiga Keywords: interactive programs, graphics Message-ID: <1990Jul15.183009.21518@laguna.ccsf.caltech.edu> Date: 15 Jul 90 18:30:09 GMT References: <3525@crash.cts.com> Sender: news@laguna.ccsf.caltech.edu Organization: California Institute of Technology, Pasadena Lines: 42 In article <3525@crash.cts.com> seanc@pro-party.cts.com (Sean Cunningham) writes: >In-Reply-To: message from seh@pmafire.UUCP > > >To me, a 32bit graphics board over a 24bit graphics board, or graphics >standard for that matter, isn't too important...the final image from either >would look the same, and would be made up of only 24bits. What WOULD be more >practical, would be a 32bit, or 48bit standard which used the uper 8bit/24bits >as a Z buffer for hidden surface removal when working with 3D. > >There are systems from Appolo and other workstation manufacturers with some 64 >and 96 bits of information PER PIXEL...but all are only 24bits for color >information. > >Sean Has anyone seen the Silicon Graphics Powervision series? I've heard that some machines have up to 268 (268 -- not a typo) bits per pixel. Now, what would one want to use 268 bits per pixel for? Well, I assume some of it goes to Z-buffering, but the more interesting uses I've heard for it are hardware texture mapping, hardware fog, and hardware motion-blur. All of these probably become real-time effects, too. I think the overriding thing here is real-time, and hence interactive. A board with such a big memory for its screen can probably have a real effect on Amiga programs. For example, instead of passively watching the next BADGE Killer Demo contest winner, we can also adjust the camera position and lighting real-time, or grab a corner of a room in the demo, and spin the whole scene around while the demo is still playing. IMHO, Amiga demos are neat right now, but they seem to be mostly the same -- passive -- and those demos I've seen that are interactive aren't really very interesting (press this button to make your figure jump), so if you want some neat ideas, find somebody with a SGI, and go bother them to let you play with it for a while. You might want to try the Jello demo first; it's sort of like Boing! except you have an icosohedron made out of Jello in a transparent cube that you spin around, and watch the Jello fall, jiggle, bounce, and roll around. I know, I know, this is pretty unrealistic, expecting an Amiga to compete, on the very least, with a $32.5K machine, but I feel that current Amiga applications could go so much farther if programmers had more to look at for inspiration. - Andre andrey@tybalt.caltech.edu