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I wrote some VGA vhdl that displays sprites by constantly drawing RGB values from memory by bitbanging the VGA protocol. At each clock cycle I have the right XY RGB values corresponding to the position on the screen.
Whenever I move sprites on my screen they blur a significant amount. When I write similar code in OpenGL there is no blurring. I was wondering if anybody had any experience with this effect or could offer any suggestions on how to prevent this blurring.Link Copied
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Hi,
Blur could be caused by memory access conflict, do many masters access the buffer memory only when your sprite is moving ? If the blur is just a slight tearing, then do you use a single buffer ? Double buffering would avoid that.
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