30 October 2020
Framebuffers
Welcome back to Exploring FPGA Graphics. In the previous two parts, we worked with sprites, but as graphics become more complex, a different approach is needed. Instead of drawing directly to the screen, we draw to a framebuffer, which is read out when required by the screen. This post provides an introduction to framebuffers and how to scale them. We’ll also learn how to fizzlefade graphics Wolfenstein 3D style. In the next part, we’ll use a framebuffer to visualize a simulation of life.
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