This chapter describes the basic graphics functions available to Amiga programmers. It covers the graphics support structures, display routines and drawing routines. Many of the operations described in this section are also performed by the Intuition software. See the Intuition chapters for more information. The Amiga supports several basic types of graphics routines: display routines, drawing routines, sprites and animation. These routines are very versatile and allow you to define any combination of drawing and display areas you may wish to use. The first section of this chapter defines the display routines. These routines show you how to form and manipulate a display, including the following aspects of display use: * How to query the graphics system to find out what type of video monitor is attached and which graphics modes can be displayed on it. * How to identify the memory area that you wish to have displayed. * How to position the display area window to show only a certain portion of a larger drawing area. * How to split the screen into as many vertically stacked slices as you wish. * How to determine which horizontal and vertical resolution modes to use. * How to determine the current correct number of pixels across and lines down for a particular section of the display. * How to specify how many color choices per pixel are to be available in a specific section of the display. The later sections of the chapter explain all of the available modes of drawing supported by the system software, including how to do the following: * Reserve memory space for use by the drawing routines. * Define the colors that can be drawn into a drawing area. * Define the colors of the drawing pens (foreground pen, background pen for patterns, and outline pen for area-fill outlines). * Define the pen position in the drawing area. * Drawing primitives; lines, rectangles, circles and ellipses. * Define vertex points for area-filling, and specify the area-fill color and pattern. * Define a pattern for patterned line drawing. * Change drawing modes. * Read or write individual pixels in a drawing area. * Copy rectangular blocks of drawing area data from one drawing area to another. * Use a template (predefined shape) to draw an object into a drawing area. Components of a Display Introduction To Raster Displays Interlaced and Non-Interlaced Modes Low, High and Super-High Resolution Modes About ECS Forming an Image Role of the Copper (Coprocessor)