Since I was responsible for de-railling the original thread, let me be the one to beat the horse back to life, since it has interesting potential.
The orignal question was: What algorithms can you use to generate live video, that contains only line art (lines, rectangles, curves, circles, etc.), if you can't use a frame buffer.
The benefit of using a frame buffer is flexibility. Namely you get random access to any pixel on the screen. This opens up a wide range of algorithms you can use to play the performance-area-complexity tradeoff game.
Without a frame buffer, you only have sequential access to your pixels. No going back, no going forward. Quite Zen I suppose. Anyways, you lose access to a lot of frame buffer algorithms, but some can still be used.
The conceptually easy ones to understand are math based algorithms, but often they're expensive hardware wise. In the first section, I'll go over implementation issues of the ideas that other people gave. Nothing super complex.
The second section contains a more novel (maybe) approach based on pixel spacing. It's conceptually harder to get a handle on, but has the potential to require less resources. Unfortunately there are problems with the idea that I haven't flushed out. Perhaps someone will have some ideas, or maybe it'll inspire something better.
Oh yeah, I was too lazy to double check what I wrote, so there might be problems. I also left things unfinished towards the end, I've got other things to think about. Hopefully it gets the ball rolling though.
Regards, Vinh
MATH ALGORITHMS ================
Lines
----- There was a math based algorithm mentioned by Peter Wallace, where you use y - (mx + c) = 0 and minx