Amiga 3D Dot Cube -

Опубликовано: 25 Июль 2026
на канале: Kevin Picone
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#Amiga #3D Dot Cube

Hey, fellow coders! In today's YouTube video post, we're diving into another classic demo that showcases a clever technique known as 'Common Point Rotation' to rotate a volume of vertices. This technique involves pre-computing the vertex ranges and then seamlessly combining these pre-cached rotations to determine the ultimate screen positions. Join us as we explore this fascinating method in action!



Drawing Pixels on Bitplanes:

Drawing dots on bitplane images in Amiga video modes involves manipulating individual pixels on the screen. The Amiga computer, with its custom graphics hardware, allowed for various video modes and offered flexible options for pixel-level graphics operations. Here's what you need to know about drawing dots on bitplane images in Amiga video modes:

1. Bitplanes: The Amiga's graphics display used a planar format, where each color component (e.g., red, green, blue) for all the pixels was stored in separate bitplanes. The number of bitplanes determined the color depth and range of colors available. Typically, the more bitplanes you used, the more colors you could display.

2. Drawing Pixels: To draw a single pixel (dot) on a bitplane image, you needed to manipulate the corresponding bits in the bitplanes. Each bit represented the state (on/off) of a pixel. If you wanted to draw a pixel at a specific location, you would need to locate the corresponding bit in each bitplane and set it to the desired color value. The pixel's position was determined by its X and Y coordinates on the screen.

3. Memory Addresses: You had to calculate the memory addresses where the relevant bits were stored in each bitplane. The memory layout for bitplanes was linear, and the pixel's position on the screen determined which bits to set in each bitplane. This process was often complex, especially in higher color depth modes with more bitplanes.

4. Color Palette: In addition to setting the bits in the bitplanes, you also needed to ensure that the color value you were using corresponded to a color defined in the Amiga's color palette. The color palette allowed you to define a range of colors that could be displayed on the screen.

5. Blitting: For more efficient drawing operations, the Amiga hardware offered blitting capabilities. Blitting involved copying blocks of data from one part of memory (e.g., a source bitplane) to another (e.g., the screen or a destination bitplane). This could be used for drawing shapes, lines, and more, including dots, by copying predefined patterns or bit patterns.

6. Programming: To draw dots on bitplane images in Amiga video modes, you'd typically use low-level programming languages like Assembly or specialized graphics libraries. Assembly language provided direct access to memory locations and allowed precise control over individual pixels and bitplanes.

Drawing dots and performing pixel-level operations on bitplane images was a fundamental part of Amiga graphics programming. Programmers had to balance performance and memory efficiency while working within the constraints of the hardware to create visually appealing graphics, games, and applications on the Amiga platform.