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<meta name="vspubdate" content="07/01/97" />
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<meta name="vscategory" content="Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development" />
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: Bones and Sinew</title><!-- HEADER -->
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<!-- Empty Reference Subhead -->
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<!--ISBN=1576101746//-->
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<!--TITLE=Michael Abrash's Graphics Programming Black Book Special Edition//-->
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<!--AUTHOR=Michael Abrash//-->
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<!--PUBLISHER=The Coriolis Group, Inc.//-->
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: Bones and Sinew</title>
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<meta name="chapter" content="23" />
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<meta name="pages" content="423-427" />
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</head>
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<body>
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<h2 align="center"><i>Part II</i></h2>
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<h2><a id="Heading1"></a>Chapter 23<br />
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<h2 id="Heading1">Chapter 23<br />
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Bones and Sinew</h2>
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<h3><a id="Heading2"></a>At the Very Heart of Standard PC Graphics</h3>
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<h3 id="Heading2">At the Very Heart of Standard PC Graphics</h3>
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<p>The VGA is unparalleled in the history of computer graphics, for it is by far the most widely-used graphics standard ever, the closest we may ever come to a <i>lingua franca</i> of computer graphics. No other graphics standard has even come close to the 50,000,000 or so VGAs in use today, and virtually every PC compatible sold today has full VGA compatibility built in. There are, of course, a variety of graphics accelerators that outperform the standard VGA, and indeed, it is becoming hard to find a plain vanilla VGA anymore—but there is no standard for accelerators, and every accelerator contains a true-blue VGA at its core.</p>
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<p>We’ll start our exploration with a quick overview of the VGA, and then we’ll dive right in and get a taste of what the VGA can do.</p>
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<h3><a id="Heading3"></a>The VGA</h3>
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<h3 id="Heading3">The VGA</h3>
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<p>The VGA is the baseline adapter for modern IBM PC compatibles, present in virtually every PC sold today or in the last several years. (Note that the VGA is often nothing more than a chip on a motherboard, with some memory, a DAC, and maybe a couple of glue chips; nonetheless, I’ll refer to it as an adapter from now on for simplicity.) It guarantees that every PC is capable of documented resolutions up to 640x480 (with 16 possible colors per pixel) and 320x200 (with 256 colors per pixel), as well as undocumented—but nonetheless thoroughly standard—resolutions up to 360x480 in 256-color mode, as we’ll see in Chapters 31-34 and 47-49. In order for a video adapter to claim VGA compatibility, it must support all the features and code discussed in this book (with a very few minor exceptions that I’ll note)—and my experience is that just about 100 percent of the video hardware currently shipping or shipped since 1990 is in fact VGA compatible. Therefore, VGA code will run on nearly all of the 50,000,000 or so PC compatibles out there, with the exceptions being almost entirely obsolete machines from the 1980s. This makes good VGA code and VGA programming expertise valuable commodities indeed.</p>
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<p>Let’s begin.</p>
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<h3><a id="Heading4"></a>An Introduction to VGA Programming</h3>
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<h3 id="Heading4">An Introduction to VGA Programming</h3>
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<p>Most discussions of the VGA start out with a traditional “Here’s a block diagram of the VGA” approach, with lists of registers and statistics. I’ll get to that eventually, but you can find it in IBM’s VGA documentation and several other books. Besides, it’s numbing to read specifications and explanations, and the VGA is an exciting adapter, the kind that makes you want to get your hands dirty probing under the hood, to write some nifty code just to see what the board can do. What’s more, the best way to understand the VGA is to see it work, so let’s jump right into a sample of the VGA in action, getting a feel for the VGA’s architecture in the process.</p>
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<div align="center">
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Graphics Programming Black Book © 2001 Michael Abrash
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</div><!-- all of the reference materials (books) have the footer and subfoot reveresed -->
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</div>
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</body>
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</html>
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