diff --git a/README.md b/README.md index 8d077c4..8914c22 100644 --- a/README.md +++ b/README.md @@ -1,10 +1,11 @@ # Gamecube GX-based RGB Framebuffer Example Just a simple example of using a GX ARGB-format texture as a means to render a "software" pixel framebuffer -quickly. Most applications won't care about such a thing, but this can be nice if you want low-level per-pixel access +quickly. Most applications won't care about such a thing (if your application can utilize the hardware's support for +drawing graphics, you definitely should use it instead!), but this can be nice if you want low-level per-pixel access in your code (e.g. MS-DOS Mode 13h style). -If you want to access pixels using RGB, this is significantly better than using the XFB/EFB buffer, where the pixel -data uses YUV color space. +If you want to access pixels using RGB, this is significantly better than using the XFB buffer, where the pixel +data uses YUV color space and each 4-byte YUV value represents two pixels ... ugh. -Probably there could be a number of improvements made to this ... I'm not well versed in the GX API. +Probably there could be a number of improvements made to this. I'm not well versed in the GX API.