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Uh... I wanted more info, but I'll google.
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With a linear frame buffer, you get a pointer that points to the first byte of video memory.
And you can use the pointer to access ALL available video memory, unlike regular vesa, with which you can only access a 64K "window" of it. To access anything else, you have to move the window around by using a slow interrupt. What also sucks is that a lot of cards/drivers have terrible real mode vesa support. A protected mode frame fuffer approach could have less compatibility issues than existing qb libraries, but then again it wouldn't work at all with older cards that don't support linear frame buffer (I think it's a vesa 2.0 thing)
The vesa 2.0 spec would explain it in detail. And I'm pretty sure I've seen some example C++ code for linear frame buffer graphics somewhere.
Posts: 6,419
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Thanxs for the info
Now it really sounds interesting to me. There are some obscure aspects right now, but I think I'll do some deep reading.
Keep us informed!