http://astray.com/mandlebrot.pasm
Leon, you're a sick, sick man.
--
TorgoX: you're rapidly learning, I see, that XML is a fucking
piece of festering shit which has no more justification for walking
God's clean earth than a dung beetle with diarrhoea.
At 01:47 AM 9/24/2001 +0100, Simon Cozens wrote:
>http://astray.com/mandlebrot.pasm
>
>Leon, you're a sick, sick man.
Okay, I think that means we need to weld in bitmap handling opcodes into
the interpreter. :)
Also looks like there are some bugs in the num register handling that need
fixing.
On Monday 24 September 2001 03:27, Dan Sugalski wrote:
> At 01:47 AM 9/24/2001 +0100, Simon Cozens wrote:
> >http://astray.com/mandlebrot.pasm
> >
> >Leon, you're a sick, sick man.
>
> Okay, I think that means we need to weld in bitmap handling opcodes into
> the interpreter. :)
>
> Also looks lik
On Mon, 24 Sep 2001, Buggs wrote:
> On Monday 24 September 2001 03:27, Dan Sugalski wrote:
> > At 01:47 AM 9/24/2001 +0100, Simon Cozens wrote:
> > >http://astray.com/mandlebrot.pasm
> > >
> > >Leon, you're a sick, sick man.
> >
> > Okay, I think that means we need to weld in bitmap handling opco
All --
> > Also looks like there are some bugs in the num register handling that need
> > fixing. :(
>
>
> Just forgotten or is there more to it?
I just fixed the dec_n_n opcode, and fixed the assembler's handling of
constants like '0.1', which were being routed through oct().
Regards,
-- G
At 10:36 AM 9/24/2001 -0400, Michael Maraist wrote:
>On Mon, 24 Sep 2001, Buggs wrote:
>
> > On Monday 24 September 2001 03:27, Dan Sugalski wrote:
> > > At 01:47 AM 9/24/2001 +0100, Simon Cozens wrote:
> > > >http://astray.com/mandlebrot.pasm
> > > >
> > > >Leon, you're a sick, sick man.
> > >
>
On Mon, 24 Sep 2001 11:29:10 -0400, Dan Sugalski wrote:
>However...
>
>I was talking about a different instance of "bitmap". More like:
>
> newbm P3, (640, 480, 24, 8) # Make a 640X480, 24 bit image
> # with 8 bits of alpha
> drawline P3, (100, 100, 200, 200,
Bart Lateur sent the following bits through the ether:
> What underlying graphics engine would you use?
I see a great need for OpenGL opcodes (let's forget about
arrays and hashes, right?) ;-)
Leon
--
Leon Brocard.http://www.astray.com/
Nanoware.
On Tuesday 25 September 2001 09:56 am, Leon Brocard wrote:
> I see a great need for OpenGL opcodes (let's forget about
> arrays and hashes, right?) ;-)
You scoff! A cow-orker and I were just discussing hijacking some of the
more powerful graphic boards routines to off-load processing.
--
Brya
At 02:57 PM 9/25/2001 +0200, Bart Lateur wrote:
>On Mon, 24 Sep 2001 11:29:10 -0400, Dan Sugalski wrote:
>
> >However...
> >
> >I was talking about a different instance of "bitmap". More like:
> >
> > newbm P3, (640, 480, 24, 8) # Make a 640X480, 24 bit image
> >
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