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Author Topic: Post your Nspire routines here! -  (Read 15271 times) Bookmark and Share
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DJ Omnimaga
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« Reply #45 on: 21 June, 2010, 08:37:26 »
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no problem, there are over 6 hours between the posts anyway Tongue
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« Reply #46 on: 22 June, 2010, 02:10:55 »
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It's working now. At first, I thought the bounds would be (1,240) and (1,320), similar to TI-BASIC, but they really start at 0.
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« Reply #47 on: 22 June, 2010, 22:21:30 »
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Doesn't BASIC's pixel-On follow those conventions too?
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« Reply #48 on: 05 July, 2010, 23:54:44 »
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What is the usage of char* scrbuf in the graphics functions?
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« Reply #49 on: 06 July, 2010, 00:18:40 »
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It's a double-buffer, allocated with malloc() in the calling program. It allows for flicker-free animation.
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« Reply #50 on: 06 July, 2010, 17:58:19 »
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How do you write code using the buffer?
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« Reply #51 on: 06 July, 2010, 23:02:39 »
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Like so:

1
2
3
4
char* scrbuf = (char*) malloc(SCREEN_BYTES_SIZE);
line(scrbuf, x1, x2, y1, y2);
refresh(scrbuf);
« Last Edit: 06 July, 2010, 23:03:03 by bwang » Logged
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« Reply #52 on: 07 July, 2010, 00:07:29 »
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BUt what value do I use for scrbuf? Also, is there a way to draw a line directly to the screen?
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« Reply #53 on: 07 July, 2010, 00:17:07 »
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BUt what value do I use for scrbuf? Also, is there a way to draw a line directly to the screen?
scrbuf isn't a value, it's a pointer. It is defined by the malloc statement. And to draw directly to the screen, you would use (char*)0xA4000100 instead of scrbuf as an argument to the line routine. This buffer might actually be defined somewhere already, but I'm not familiar with the Nspire include files.
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« Reply #54 on: 07 July, 2010, 01:36:39 »
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There's really no reason to draw directly to the screen. Drawing to a buffer is faster and more versatile.
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« Reply #55 on: 07 July, 2010, 02:28:26 »
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What Bwang said. Plus you won't get flickering when stuff moves around (and needs to be erased to do so). I don't know how Nspire ASM/C compares to 83+ Axe, but on 83+ Axe, inverting the entire screen bit by bit takes about 20-30 seconds for 6144 pixels if you draw directly to the LCD. When storing to the buffer then only updating the screen once everything is done, it took about half a second.
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« Reply #56 on: 07 July, 2010, 02:59:59 »
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What Bwang said. Plus you won't get flickering when stuff moves around (and needs to be erased to do so). I don't know how Nspire ASM/C compares to 83+ Axe, but on 83+ Axe, inverting the entire screen bit by bit takes about 20-30 seconds for 6144 pixels if you draw directly to the LCD. When storing to the buffer then only updating the screen once everything is done, it took about half a second.
Well, on Nspire there won't be any speed difference when drawing to the LCD because it is memory-mapped like the TI-85 model and up. There might be some flickering though, if the screen updates while you are drawing your graphics.
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« Reply #57 on: 07 July, 2010, 03:16:15 »
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Really? I thought that despite the screen being memory-mapped, there could still be a slight difference? I guess it makes sense that there isn't a speed change if it's really tied directly to the buffer, though.
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« Reply #58 on: 07 July, 2010, 03:53:48 »
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"Some flickering" is an understatement. Without double-buffering, animations flicker so much that they are nearly unusable.
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« Reply #59 on: 07 July, 2010, 03:59:38 »
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Well, my emulators actually draw directly to the screen buffer.
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