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Questions tagged [graphics]

For questions regarding graphical - as opposed to text - processing and display.

8 votes
3 answers
2k views

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 ...
virolino's user avatar
  • 219
15 votes
0 answers
337 views

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 ...
Psychonaut's user avatar
  • 8,502
12 votes
5 answers
3k views

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 ...
Miss Understands's user avatar
23 votes
2 answers
7k views

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 ...
Miss Understands's user avatar
6 votes
0 answers
521 views

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 ...
James Kitching's user avatar
9 votes
1 answer
613 views

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 ...
Châu's user avatar
  • 615
20 votes
6 answers
6k views

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 ...
Hash's user avatar
  • 1,067
2 votes
0 answers
218 views

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 ...
TheFutureOfWhat's user avatar
12 votes
3 answers
2k views

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 ...
Alex's user avatar
  • 733
2 votes
1 answer
422 views

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 ...
Digerkam's user avatar
  • 379
5 votes
2 answers
762 views

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 ...
gf_uml's user avatar
  • 59
9 votes
1 answer
459 views

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 ...
David's user avatar
  • 5,317
7 votes
0 answers
629 views

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 ...
Miss Understands's user avatar
4 votes
2 answers
1k views

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 ...
rwallace's user avatar
  • 65.3k
14 votes
4 answers
3k views

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, ...
Alex's user avatar
  • 733

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