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Re: Graphics (simple)



> Hi all,
>
> Am I right is saying that most of the people on this list know how to do
> some sort of simple graphics???
>
> I have written on numerous occasions asking about books, tutorials etc. on
> this subject and had no real help. How did you guys learn???
>
> Thanks,
> Rob.
>
Hi,
the Direct X SDK“s contain  quite an ammount of dokumentation and sample
code,
http://www.flipcode.com is always worth a look.

For a bloody simple way of doing some graphics these functions might help:

#include <stdlib.h>
#include <iostream.h>
#include <dos.h>


//The pointers to the framebuffer/memory mapping
//vga points to the videomemory mapped in the normal
//memory space
unsigned char *vga=(unsigned char*)MK_FP(0xA000,0);

//not essential, but its faster then writing directly
//to the video memory
unsigned char *frame;

//create the framebuffer
void CreateFrameBuffer()
{
frame=(unsigned char*)malloc(64000);
if(frame==NULL)
 {
  cout<<"memory allocation failed"<<endl;
  exit(-1);
 }
}


//set the MCGA mode
void SetMCGA()
{
 asm mov ax,0x0013;
 asm int 0x10;
}


//set to the textmode
void SetTEXT()
{
 free(frame);
 frame=NULL;
 asm mov ax, 0x0003;
 asm int 0x10;
}


//draw the framebuffer to the screen

void DRAW()
{
memcpy(vga, frame,64000);
}


//set the palette
void SetCOLOR(unsigned char i, unsigned char red,unsigned char green,
unsigned char blue)
{
 //output the index of the color
 outp(0x3c8,i);
 //and set the RGB components
 outp(0x3c9,red);
 outp(0x3c9,green);
 outp(0x3c9,blue);
}



//put a pixel to the framebuffer
void PutPixel(int x, int y, unsigned char color)
{
*(frame+(y*320)+x)=color;
}

yours
 Robert

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