|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
This effectively became the showcase picture of DKBTrace in the very
early days. The data file was created by Rick Demers at Carleton
University where I studied. After we released DKBTrace, he was kicking
himself for getting the offsets wrong on the arches making them offset
from the top of the pillars.
Regardless, this picture turned a lot of heads at the time.
David Buck
Post a reply to this message
Attachments:
Download 'roman.jpg' (73 KB)
Preview of image 'roman.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
David Buck <dav### [at] simberoncom> wrote:
> This effectively became the showcase picture of DKBTrace in the very
> early days.
I can imagine. Back then, there were no 3D accelerator cards, no Playstation.
Just simple 2D bitmaps on screen...
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
nemesis wrote:
> David Buck <dav### [at] simberoncom> wrote:
>> This effectively became the showcase picture of DKBTrace in the very
>> early days.
>
> I can imagine. Back then, there were no 3D accelerator cards, no Playstation.
> Just simple 2D bitmaps on screen...
>
>
On the Amiga, the highest graphics format I could display this in
properly was 320x400. The mode was called HAM (Hold and modify) and I
had to write a special program to produce it. The format used 6 bits
per pixel. Of the 6 bits, 2 bits told you what to do with the other 4.
00 - interpret the other 4 bits as the index of one of 16 color
registers of 12 bits each
01 - take repeat the previous color replacing the red value with the
lower 4 bits
10 - take repeat the previous color replacing the green value with the
lower 4 bits
11 - take repeat the previous color replacing the blue value with the
lower 4 bits
Late in the history of DKBTrace, I agreed to let an Amiga hardware
peripheral company use the images for advertising in return for one of
their higher-end graphics cards that got closer to 24 bits of color but
still used the hold and modify technique.
David Buck
Post a reply to this message
|
|
| |
| |
|
|
From: Jörg 'Yadgar' Bleimann
Subject: Re: DKBTrace images - roman.jpg
Date: 10 Feb 2008 08:18:05
Message: <47aef98d@news.povray.org>
|
|
|
| |
| |
|
|
nemesis schrieb:
> I can imagine. Back then, there were no 3D accelerator cards, no Playstation.
> Just simple 2D bitmaps on screen...
High!
Oh glorious CGS pioneer days... I remember, back in summer of 1991,
staring totally stunned at at endlessly looped animation running on an
80386 on display in a computer store showcase (by the way, in the
medieval Old City of Augsburg, Germany), which showed (what else?) a
RSOCP orbited by several smaller RSOCPs!
I myself back then had an Atari 1040 STFM to type my papers for college,
1 meg of RAM, which came with a monochrome 11" monitor... but to change
from 640 x 400 monochrome to 320 x 200 color mode, I hade to plug it to
a color TV set... in the following year, I bought myself a second-hand
Amiga 500, hoping to catch a very first glimpse of 3D graphics (as I
started to toy with the idea of "Khyberspace", a virtual Afghanistan),
but it wasn't until 1995 that I discovered PoV-Ray!
See you on www.khyberspace.de!
Yadgar
Now playing: Pteranodon (Ozric Tentacles)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> nemesis schrieb:
>
>> I can imagine. Back then, there were no 3D accelerator cards, no
>> Playstation.
>> Just simple 2D bitmaps on screen...
>
>
> High!
>
'Low! ;-)
> Oh glorious CGS pioneer days... I remember, back in summer of 1991,
> staring totally stunned at at endlessly looped animation running on an
> 80386 on display in a computer store showcase (by the way, in the
> medieval Old City of Augsburg, Germany), which showed (what else?) a
> RSOCP orbited by several smaller RSOCPs!
>
I also remember that image well -- it was fairly well-known at the time.
There was another cyclic image at about the same time of a rotating
clown's head. They were both said to be created with POVRay -- the
first I had heard of it. And I agree that these were very impressive at
that time.
A couple years ago I decided to try to reproduce this image myself --
and this is virtually my only stab at animation. I'll attach the source
to this message (it's quite short, <50 lines) if anyone wants to play
with it. One difference from the original is that the original was a
2x2 red and white checkerboard and mine is 4x4. I don't remember what
the original background was, mine is a simple sky_sphere.
> I myself back then had an Atari 1040 STFM to type my papers for college,
> 1 meg of RAM, which came with a monochrome 11" monitor... but to change
> from 640 x 400 monochrome to 320 x 200 color mode, I hade to plug it to
> a color TV set... in the following year, I bought myself a second-hand
> Amiga 500, hoping to catch a very first glimpse of 3D graphics (as I
> started to toy with the idea of "Khyberspace", a virtual Afghanistan),
> but it wasn't until 1995 that I discovered PoV-Ray!
>
I don't remember what hardware I was running at that time, but I think
it was a Heathkit H-100 (same as a Zenith Z-100, but in kit form). This
came out about the same time as the IBM PC and also used the 8088.
(Actually it was a dual processor, 8088 and 8080, and could run 8-bit
C/PM, or 16-bit C/PM-86 or MSDOS.) I still think it was a better design
than the IBM, but of course, IBM had the name and reputation so the
industry followed them.
The color graphics on the Heath/Zenith was FAR superior to the
then-current IBM CGA (I still that think was the worst looking graphics
card ever!). But the only directly available way to use or program the
Zenith graphics was through MS-BASIC. To me, this was unacceptable
because I was programming in C at the time (hobby programming, never
professional -- and although I haven't done much programming lately,
when I do it's still C or C++). The Heath/Zenith graphics documentation
was very minimal, and accessing it was very strange (non-contiguous use
of graphics memory, separate segments for the three colors...). But I
was finally able to write my own graphics library for C, somewhat
limited but still useful.
I could go into more detail, but this is already getting too long (and
very off-topic) so I'd better quit. Besides, this stuff is probably
older than many of the readers of this forum. I still have my original
Altair, unused and stuffed in a closet, but I still have it -- 30+ years
old!
> See you on www.khyberspace.de!
>
> Yadgar
>
-=- Larry -=-
> Now playing: Pteranodon (Ozric Tentacles)
Now playing: Beethoven Symphony #6
PS. Just before posting this, I decided to attach the image also --
first frame only, not the animation...
Post a reply to this message
Attachments:
Download 'us-ascii' (1 KB)
Download 'balls.png' (169 KB)
Preview of image 'balls.png'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Wow, now that brings back some memories....As do the others.
Jim
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Wow. I spent many an hour drawing images in that paint program that
allowed you to use HAM. I can't remember what it was called now, but I
still have some of those whopping 320x240 images on floppies.
HAM was an amazing kludge, and it got you the graphics of a high end
machine for under $1000. How times have changed.
By the way, the Juggler was what convinced me to get an Amiga instead of
a PC (although I did buy a 386 about 2 years later) and I got a lot of
mileage out of my A500. I seem to remember hearing that the Juggler was
originally rendered on a VAX.
David Buck wrote:
> nemesis wrote:
>> David Buck <dav### [at] simberoncom> wrote:
>>> This effectively became the showcase picture of DKBTrace in the very
>>> early days.
>>
>> I can imagine. Back then, there were no 3D accelerator cards, no
>> Playstation.
>> Just simple 2D bitmaps on screen...
>>
>>
>
> On the Amiga, the highest graphics format I could display this in
> properly was 320x400. The mode was called HAM (Hold and modify) and I
> had to write a special program to produce it. The format used 6 bits
> per pixel. Of the 6 bits, 2 bits told you what to do with the other 4.
>
> 00 - interpret the other 4 bits as the index of one of 16 color
> registers of 12 bits each
> 01 - take repeat the previous color replacing the red value with the
> lower 4 bits
> 10 - take repeat the previous color replacing the green value with the
> lower 4 bits
> 11 - take repeat the previous color replacing the blue value with the
> lower 4 bits
>
> Late in the history of DKBTrace, I agreed to let an Amiga hardware
> peripheral company use the images for advertising in return for one of
> their higher-end graphics cards that got closer to 24 bits of color but
> still used the hold and modify technique.
>
> David Buck
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|