Regarding point size, as a test I unceremoniously hacked point() in type340.c to add eight more points around the specified coordinates. I think this results in a considerably more vivid display, and maybe closer to the screenshots we have.
I tried to reduce the intensity of the added points, but it seems the dynamic range of intensities offerend by display.c isn't large enough. Even the dimmest intensity is quite bright. I didn't see a quick hack to make more colors available, but if this approach is in the right direction I could make it work. I envision a GPU shader implementation where maybe there's a floating point buffer for each phosphor, modeling the energy of display areas. These buffers could match the resolution of the simulated display, or they could be much higher resolution for a slightly better result. A separate pass would render these buffers to the screen. _______________________________________________ Simh mailing list [email protected] http://mailman.trailing-edge.com/mailman/listinfo/simh
