Questions tagged [graphics]
For questions regarding graphical - as opposed to text - processing and display.
225 questions
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DOS program for 3D graphics
I occasionally find myself in the situation where I need to build a simple 3D image, and this DOS program I remember would come in very handy. I just cannot find it anywhere. I am not sure if it was ...
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Did CompuServe ever define and document any GIF extension blocks?
The GIF file format was introduced by CompuServe in 1987 (version 87a) with an updated version released in 1989 (version 89a). Each version has an official specification:
GIF™ Graphics Interchange ...
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How did 8088/86 PCs implement flood-fill before SSE and GPUs?
Did they have to treat pixels like rocks on the beach, pick each one up, paint it, put it down, then move to the next one?
I'm talking about the days before vector extensions.
Honeywell mainframes had ...
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What happened in the graphics card benchmark scandal in the 1980s?
In the mid 80s, PC magazine said that a graphics card vendor submitted a card that performed so much better than all the others that they looked into it, and found out that either the card or the ...
6
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Very old graphics card [closed]
Hi we have an old machine that has a Vampower 3-07 graphics card - I believe from the early 1990s. The card has failed. Does anyone know of what the standard of that card is (i.e. what to search for ...
9
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1
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What image file format did Pixar use to save rendered frames for Toy Story and early animations
What image file format Pixar did use to save rendered frames for their early movies (Toy Story, A Bug's Life, Toy Story 2, etc.) and animations (Tin Toy, Luxo Jr., etc.)? I guess that they might have ...
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Were there any games running at high refresh rates such as 90 and 120 Hz on computers and consoles of the 80s and 90s?
Games these days allow us to set the refresh rate as high as we want, the monitor's refresh rate notwithstanding.
From what I understand, CRT TVs could easily clock above 60 Hz even in the 20th ...
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My TRS-80 CoCo (26-3004) displays only left half of game screen
Have looked online for answers and even asked r/trs80, but can't seem to figure this out. The computer cuts off the right half of the game being displayed.
It doesn't seem to be an issue with hardware ...
12
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Have there been any parallel blitter implementations?
I read about blitters - history and technical implementation (what I could understand), for example in Amiga and Bally Astrocade.
The principle is that there is a fast copying of memory from one place ...
2
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1
answer
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Removing Graphics, but not Sprites on C64
I am trying to remember that removing all graphic elements, but not sprites. The aim is to disable DMA and ease to open side borders etc...
As I remember it was an option at $D011, but it seems it ...
5
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2
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Advice creating and saving a logo with Apple II HGR graphics (BASIC prog)
I'm working on a small project with a local association to revive and illustrate what can be done with an Apple II. They have both a II c and e models.
With the low res GR mode, I use HLIN, VLIN and ...
9
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1
answer
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SNES sprites - are they rendered using shift registers or with a line buffer?
The SNES has the ability to render 34 sprite slices (8px wide) per line, based on up to 32 sprites from its 128 sprite attribute list. However something I've never been able to find a concrete answer ...
7
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Where can I find an EGA demo by IBM that created a full screen animation by redefining the EGA character glyphs?
It was an IBM demo of the EGA's ability to show arbitrary text characters, like Chinese or hieroglyphics.
It was a full screen animation of a waterfall and a brook and trees with waving leaves. but it ...
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How does the Sega Master System handle a sprite moving off the left edge of the screen?
The NES and SMS have horizontal resolution 256. This feels like a very natural choice for that tech level; apart from giving roughly square pixels on a CRT, it allows pixel position for e.g. sprites ...
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Were there 3D accelerators built on discrete logic?
I wonder if there were 3D accelerators (that is, a device that calculates rotations, scaling, texturing, etc. for 3D points) built on discrete logic (7400 series, most likely its fastest variants, ...