Deduped images
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233 changed files with 128 additions and 128 deletions
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@ -75,7 +75,7 @@ mov byte ptr es:[di],0ffh
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<!-- END CODE SNIP //-->
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<TABLE WIDTH="100%">
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<TR>
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<TD VALIGN="TOP" ALIGN="LEFT" WIDTH="5%"><IMG SRC="images/44-01i.jpg"><TD VALIGN="TOP" ALIGN="LEFT" WIDTH="95%"><I><SMALL>If you’re familiar with VGA programming, you’re no doubt aware that everything that can be done with write mode 3 can also be accomplished in write mode 0 or write mode 2 by using the Bit Mask register. However, setting the Bit Mask register requires at least one <B>OUT</B> per byte written, in addition to the read and write of display memory, and <B>OUT</B>s are often slower than display memory accesses, especially on 386s and 486s. One of the great virtues of write mode 3 is that it requires virtually no <B>OUT</B>s and is therefore substantially faster for masking than the other write modes.</SMALL></I>
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<TD VALIGN="TOP" ALIGN="LEFT" WIDTH="5%"><IMG SRC="images/i.jpg"><TD VALIGN="TOP" ALIGN="LEFT" WIDTH="95%"><I><SMALL>If you’re familiar with VGA programming, you’re no doubt aware that everything that can be done with write mode 3 can also be accomplished in write mode 0 or write mode 2 by using the Bit Mask register. However, setting the Bit Mask register requires at least one <B>OUT</B> per byte written, in addition to the read and write of display memory, and <B>OUT</B>s are often slower than display memory accesses, especially on 386s and 486s. One of the great virtues of write mode 3 is that it requires virtually no <B>OUT</B>s and is therefore substantially faster for masking than the other write modes.</SMALL></I>
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</TABLE>
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<P>In short, write mode 3 is a good choice for single-color drawing that modifies individual pixels within display memory bytes. Not coincidentally, the sample application draws only single-color objects within the animation area; this allows write mode 3 to be used for all drawing, in keeping with our desire for speedy screen updates.
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</P>
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