4 ms·
On old computers, you could go even faster by precomputing tiles representing little segments at various angles and then copying tiles. The trick here is to rea
by wiz21c 4y ago
On old computers, you could go even faster by precomputing tiles representing little segments at various angles and then copying tiles. The trick here is to realize that you don't need many tiles to represent all the lines. The downside is that it's not quite accurate. But it's much faster. See an example here :
https://github.com/wiz21b/lowtech#the-3d https://github.com/wiz21b/lowtech#the-3d
- ErikCorry 4y agoWhy 7x7 tiles? Is 8x8 not a much more natural size?
- peterfirefly 4y agoNot in that graphics mode on an Apple II. 7 bits of each byte gives you pixels, the eighth determines which bichromatic palette to use for those 7 pixels. https://en.wikipedia.org/wiki/Apple_II_graphics#High-Resolution_(Hi-Res)_graphics https://en.wikipedia.org/wiki/Apple_II_graphics#High-Resolut... > The Apple II's Hi-Res mode was peculiar even by the standards of the day. [...] Each row of 280 pixels was broken up into 40 blocks of seven pixels each, represented in a single byte. Each pair of adjacent pixels generated a single color pixel via artifact color, resulting in an effective resolution of 140×192. The lower seven bits of each byte represented the pixels, while the most significant bit controlled the phase offset for that block of pixels, altering the color that was displayed.