07-16-2009
Curiosity got the better of me. I downloaded and read the user manual for this motherboard.
It is a dual channel memory architecture which supports 4 x DIMM, Max. 16 GB, DDR2 1066/800/667 ECC, Non-ECC, Un-buffered Memory.
It has an integrated ATI Radeon™ HD 3300 GPU with onboard 128MB DDR3 1333 memory and supports a maximum shared memory of 512MB
In the Advanced/Internal Graphics Configuration menu, there is an option to adjust your UMA Frame Buffer Size. Options are auto, 32MB, 64Mb, 128Mb, 256Mb, 512MB.
CRGreathouse, my betting is that yours is set to auto.
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LEARN ABOUT OPENDARWIN
exlights
exlights(3alleg4) Allegro manual exlights(3alleg4)
NAME
exlights - One way to do colored lighting effects in a hicolor video mode. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
Example exlights
DESCRIPTION
This program shows one way to implement colored lighting effects in a hicolor video mode. Warning: it is not for the faint of heart! This
is by no means the simplest or easiest to understand method, I just thought it was a cool concept that would be worth demonstrating.
The basic approach is to select a 15 or 16 bit screen mode, but then draw onto 24 bit memory bitmaps. Since we only need the bottom 5 bits
of each 8 bit color in order to store 15 bit data within a 24 bit location, we can fit a light level into the top 3 bits. The tricky bit
is that these aren't actually 24 bit images at all: they are implemented as 8 bit memory bitmaps, and we just store the red level in one
pixel, green in the next, and blue in the next, making the total image be three times wider than we really wanted. This allows us to use
all the normal 256 color graphics routines for drawing onto our memory surfaces, most importantly the lookup table translucency, which can
be used to combine the low 5 bits of color and the top 3 bits of light in a single drawing operation. Some trickery is needed to load 24
bit data into this fake 8 bit format, and of course it needs a custom routine to convert the resulting image while copying it across to the
hardware screen.
This program chugs slightly on my p133, but not significantly worse than any double buffering in what amounts to a 1920x640, 256 color res-
olution. The light blending doesn't seem to slow it down too badly, so I think this technique would be quite usable on faster machines and
in lower resolution hicolor modes. The biggest problem is that although you keep the full 15 bit color resolution, you only get 3 bits of
light, ie. 8 light levels. You can do some nice colored light patches, but smooth gradients aren't going to work too well :-)
SEE ALSO
BITMAP(3alleg4), COLOR_MAP(3alleg4), END_OF_MAIN(3alleg4), PALETTE(3alleg4), SCREEN_H(3alleg4), SCREEN_W(3alleg4), allegro_error(3alleg4),
allegro_init(3alleg4), allegro_message(3alleg4), bitmap_color_depth(3alleg4), blit(3alleg4), bmp_unwrite_line(3alleg4),
bmp_write_line(3alleg4), circlefill(3alleg4), clear_bitmap(3alleg4), clear_keybuf(3alleg4), color_map(3alleg4), create_bitmap_ex(3alleg4),
destroy_bitmap(3alleg4), draw_trans_sprite(3alleg4), fixatan2(3alleg4), fixsqrt(3alleg4), fixtoi(3alleg4), getb_depth(3alleg4),
getg_depth(3alleg4), getpixel(3alleg4), getr_depth(3alleg4), hsv_to_rgb(3alleg4), install_keyboard(3alleg4), install_mouse(3alleg4),
install_timer(3alleg4), itofix(3alleg4), key(3alleg4), keypressed(3alleg4), line(3alleg4), load_bitmap(3alleg4), makecol(3alleg4),
mouse_x(3alleg4), mouse_y(3alleg4), poll_mouse(3alleg4), replace_filename(3alleg4), retrace_count(3alleg4), screen(3alleg4), select_pal-
ette(3alleg4), set_color_conversion(3alleg4), set_color_depth(3alleg4), set_gfx_mode(3alleg4)
Allegro version 4.4.2 exlights(3alleg4)