Short: Rtgmaster PIP Sublibrary Author: MagicSN@Birdland.es.bawue.de Uploader: MagicSN Birdland es bawue de Type: driver/video Architecture: m68k-amigaos Required: gfx/board/rtgmaster_user.lha This is a new sublibrary for rtgmaster, which will be included in future versions of rtgmaster in the main archive. It is a sublibrary, which renders it's output to the "Picture in Picture" of a Picasso IV or CV/3D Graphics Board. So if you want to use this sublibrary, you have to own one of those two GFX Boards. If not, just use the normal sublibraries in rtgmaster_user.lha. There might be a future version which also supports the Permedia 2 GFX Boards. But first i have to know if these Boards support PIP or not... if you have data about this, please contact me. This version of rtgPIP.library requires that you have Picasso 96 as Workbench Emulation. If a CV/PPC version of this sublibrary will appear, it will also support CGX, if not: Not. But anybody wanting to do a version for CGX himselves: Feel free to contact me for info. ONLY PROGRAMS WHICH DO NOT USE DOUBLEBUFFERING ARE SUPPORTED. DOUBLEBUFFERED RTGMASTER PROGRAMS WILL MAYBE CRASH IF USED WITH RTGPIP.LIBRARY !!! What are the advantages of PIP ("Picture in Picture") ? A big disadvantage of games running in a Workbench Window are the quite time-consuming Color-Remapping-Calculations, which make them run much slower than when they run on a Screen. Also Direct Video RAM Access is not possible on WB Window Mode. PIP fixes this (it has it's own palette and supports Direct Video RAM Access inside a Workbench Window...). Also it introduces 15-24 Bit Access for Workbench Windows for rtgmaster the first time. It even makes it possible to run games on Workbench Window which do not support this (Genetic Species, for example...). Also the colors are much more accurate on a 8 Bit Workbench Screen, and it is possible with it to get rid of Color-Conversions for 15-24 Bit (the hardware can do this). Sure, it is not much, but it is nice. Some speed data: flame in a screen: 65 fps flame in a conventional window: 24 fps flame on a PIP on a 16 Bit 800x600 Workbench: 50 fps WarpHeretic: runs the same speed like on a window !!! There are some ENV-Variables for this sublibrary: RTGPIP: Forces the display instead on a WB Window to a Pubscreen with the specified name. Did not work when i tried it, so better don't try around with this... but maybe i just tried the wrong screen ? PIPFormat: Force the PIP to use a specific format. You have to know what you are doing to not make the program crash or behave strange. Forcing a 16 Bit-only program to 24 Bit output is normally NO good idea :) Values: #define ARGB32 1L #define RGB24 2L #define RGB16 4L #define RGB15 8L #define ABGR32 16L #define BGR24 32L #define RGBA32 256L #define LUT8 512L #define RGB15PC 2048L #define BGR15PC 4096L #define RGB16PC 8192L #define BGR16PC 16384L #define BGRA32 32768L #define YUV422 65536 #define YUV411 131072 As default the format of the choosen screenmode is used. If a "force" does not work with your GFX Board, rtgPIP.library does a fallback to the default mode. Programmers who only want to support ONE specific mode can override the mode by specifying rtg_ForceMode which is defined as rtg_ForceMode = rtg_ChangeColors+1 With this you for example can force a MPEG Decoder to force the program to YUV422 *always*. Note that CopyRtgBlit currently cannot decode YUV, provide your own functions as MPEG-Decoder-Programmer. Might change in the future... PIPNOCLEAR: Most apps (for example WarpSNES) look best with a black background. Some though (for example the flame demo) do not look good with that. To disable the black background set this env-variable. IMPORTANT NOTE: Programs that use *Double Buffering* (like NAPALM) are currently NOT supported by the rtgPIP.library. They will hopefully be supported in the future. I would really like to play NAPALM in a Workbench Window :)