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James Gregory 2013-12-30 15:11:04 +11:00
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<meta name="vspubdate" content="07/01/97" />
<meta name="vscategory" content="Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development" />
<title>Michael Abrash's Graphics Programming Black Book Special Edition: Bit-Plane Animation</title><!-- HEADER -->
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: Bit-Plane Animation</title>
<meta name="chapter" content="43" />
<meta name="pages" content="799-801" />
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<p><br /></p>
<h4 align="left"><a id="Heading4"></a>Stacking the Palette Registers</h4>
<h4 align="left" id="Heading4">Stacking the Palette Registers</h4>
<p>Suppose that instead of viewing the four bits per pixel coming out of display memory as selecting one of sixteen colors,we view those bits as selecting one of <i>four</i> colors. If the bit from plane 0 is 1, that would select color 0 (say, red). The bit from plane 1 would select color 1 (say, green), the bit from plane 2 would select color 2 (say, blue), and the bit from plane 3 would select color 3 (say, white). Whenever more than 1 bit is 1, the 1 bit from the lowest-numbered plane would determine the color, and 1 bits from all other planes would be ignored. Finally, the absence of any 1 bits at all would select the background color (say, black).</p>
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<p><a id="Fig4"><!-- </A><A HREF="javascript:displayWindow('images/43-04.jpg',405,198 )"> --><img src="images/43-04.jpg" /><br />
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<BR><A HREF="javascript:displayWindow('images/43-04.jpg',405,198)"> --><b>Figure 43.4</b></a>&nbsp;&nbsp;<i>How pixel precedence works.</i></p>
<p><a id="Fig4"><img src="images/43-04.jpg" /><br />
<b>Figure 43.4</b></a>&nbsp;&nbsp;<i>How pixel precedence works.</i></p>
<p>Seems almost too easy, doesn&rsquo;t it? Nonetheless, it works beautifully, as we&rsquo;ll see very shortly. First, though, I&rsquo;d like to point out that there&rsquo;s nothing sacred about plane 0 having precedence. We could rearrange the palette register settings so that any plane had the highest precedence, followed by the other planes in any order. I&rsquo;ve chosen to make plane 0 the highest precedence only because it seems simplest to think of plane 0 as appearing in front of plane 1, which is in front of plane 2, which is in front of plane 3.</p>
<h3><a id="Heading5"></a>Bit-Plane Animation in Action</h3>
<h3 id="Heading5">Bit-Plane Animation in Action</h3>
<p>Without further ado, Listing 43.1 shows bit-plane animation in action. Listing 43.1 animates 13 rather large images (each 32 pixels on a side) over a complex background at a good clip <i>even on a primordial 8088-based PC</i>. Five of the images move very quickly, while the other 8 bounce back and forth at a steady pace.</p>
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Graphics Programming Black Book &copy; 2001 Michael Abrash
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