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Re: AROS68K: Development Methodology And Bounties

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2016/8/16 0:09
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There is a simple explanation for that wawa.

/me is not the same origami.

Posted on: 5/15 16:27
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Re: AROS68K: Development Methodology And Bounties

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aha, just wondered seeing accidentally the same nick at the beginning of the eab members list.

Posted on: 5/15 19:51
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Re: AROS68K: Development Methodology And Bounties

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np, wawa.

I admit, imagination and originality isn't really my virtue.

Posted on: 5/16 23:40
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Re: AROS68K: Development Methodology And Bounties

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2004/3/29 9:54
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A couple of things that may improve the m68k experience -:

# Implement the Blur/Gradient operators in Cgfx, and make Zune/Decoration use those versions instead of the hard coded versions (*).
# Provide asm optimized m68k versions of the library functions (**).
# Provide asm optimized m68k ConvertPixel related code in the gfx.hidd.
# Make Zune use optimized/buffered rendering functions instead of performing pixel operations directly.

(*) - there are a few other operators that could be implemented and used in other code/subsystems.
(**) - x86 should e.g. use SSE optimized versions.

Posted on: 6/10 16:45
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