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