Xref: utzoo comp.sys.amiga:74918 comp.sys.amiga.tech:17149 comp.sys.amiga.hardware:5204 Path: utzoo!utgpu!news-server.csri.toronto.edu!dgp.toronto.edu!kevins Newsgroups: comp.sys.amiga,comp.sys.amiga.tech,comp.sys.amiga.hardware From: kevins@dgp.toronto.edu (Kevin Schlueter) Subject: Re: Retargetable graphics. Temporary Stop-gaps. Message-ID: <1990Dec20.164538.24027@jarvis.csri.toronto.edu> Keywords: rtg,iff,24bit,video hardware Organization: CSRI, University of Toronto References: <12437@life.ai.mit.edu> <16612@cbmvax.commodore.com> <7307@sugar.hackercorp.com> Date: 20 Dec 90 21:45:38 GMT Lines: 19 Some people are asking why we should accept the limitation of not being able to run intuition on new displays. Basically, the issue is that of 2D graphics vs 3D graphics. By 2D graphics, I'm referring to the graphics used for window and gadget imagery and the graphics found in draw programs, basic paint programs and other common apps. These programs require bitblt and its relatives, rectangle/polygon draw/fill, flood fill, pattern fill, optimized text display routines, etc). By 3D graphics, I'm talking about the kind of graphics required by 3-D modelling and animation programs -- i.e. primitives to support 3D affine transformations, complicated clipping, various types of shading/illumination models, and texture mapping. Often, when designing a framebuffer, you make tradeoffs that favour one type of graphics over the other, in order to keep costs down. For this reason, we should consider whether we need to run _all_ applications on fancy 24 bits frame buffers or whether we should make 24 bit displays that are optimized for modelling and animation. Just a thought...