Strip comments and inline ids onto h*
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32-05.html
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32-05.html
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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: Be It Resolved: 360x480</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: Be It Resolved: 360x480</title>
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<meta name="chapter" content="32" />
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<meta name="pages" content="620-622" />
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</head>
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<body>
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<p>Once all that’s done, the VGA is in 360x480 mode, awaiting our every high-resolution 256-color graphics whim.</p>
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<h4 align="left"><a id="Heading8"></a>Accessing Display Memory in 360x480 256-Color Mode</h4>
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<h4 align="left" id="Heading8">Accessing Display Memory in 360x480 256-Color Mode</h4>
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<p>Setting up for 360x480 256-color mode proved to be quite a task. Is drawing in this mode going to be as difficult?</p>
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<p>That’s really all there is to drawing in 360x480 256-color mode. From a programming perspective, this mode is no more complicated than 320x400 256-color mode once the mode set is completed, and should be capable of good performance given some clever coding. It’s not particular straightforward to implement bitblt, block move, or fast line-drawing code for any of the extended 256-color modes, but it can be done—and it’s worth the trouble. Even the small taste we’ve gotten of the capabilities of these modes shows that they put the traditional CGA, EGA, and generally even VGA modes to shame.</p>
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<p><a id="Fig1"><!-- </A><A HREF="javascript:displayWindow('images/32-01.jpg',406,181 )"> --><img src="images/32-01.jpg" /><br />
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<!-- </A>
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<BR><A HREF="javascript:displayWindow('images/32-01.jpg',406,181)"> --><b>Figure 32.1</b></a> <i>Pixel organization in 360x480 256-color mode.</i></p>
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<p><a id="Fig1"><img src="images/32-01.jpg" /><br />
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<b>Figure 32.1</b></a> <i>Pixel organization in 360x480 256-color mode.</i></p>
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<p>There’s more and better to come, though; in later chapters, we’ll return to high-resolution 256-color programming in a big way, by exploring the tremendous potential of these modes for real time 2-D and 3-D animation.</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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