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Programming the Cell Processor: For Games, Graphics, and Computation
book

Programming the Cell Processor: For Games, Graphics, and Computation

by Matthew Scarpino
October 2008
Intermediate to advanced
744 pages
18h 21m
English
Pearson
Content preview from Programming the Cell Processor: For Games, Graphics, and Computation

19. Programming the Frame Buffer: Linux and the PlayStation 3

Many languages and tools are available for building graphical applications, but the goal is always the same: to fill the frame buffer with the right bits as the right time. The next chapter investigates this at a high level, but this chapter concentrates on low-level programming. The example applications respond to the display’s synchronization signals and set pixels directly inside the frame buffer.

The thought of programming at this low level makes many nervous, but accessing the Linux frame buffer is simple. Once you understand what the frame buffer is and how it works, you can control its operation with one function. That is, you can set every color in every pixel in your display. ...

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Publisher Resources

ISBN: 9780137156115Purchase book