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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Demo/game to OS friendly part II
- Date: 18 Jan 1996 18:47:41 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Message-ID: <4dm4kd$kih@maureen.teleport.com>
- References: <38232020@kone.fipnet.fi> <9PxXx*kka@aargh.incubus.sub.org> <4des65$bgk@serpens.rhein.de> <38232076@kone.fipnet.fi> <4djpni$t6h@serpens.rhein.de>
- NNTP-Posting-Host: linda.teleport.com
- X-Newsreader: TIN [version 1.2 PL2]
-
- Michael van Elst (mlelstv@serpens.rhein.de) wrote:
- : >Why not write directly to the framebuffer if a pointer
- : >there has been gotten legally and it is sure that its
- : >format is 8 bit chunky?
-
- : Because a) not every hardware has such a pointer, b) this
- : is most often suboptimal, c) the pointer could become invalid
- : and the c0d3rz would have to learn about semaphores, d) they
- : would only grab the pointer, kill the OS and poke away, e) it
- : just works if you have a complete screen allocated to you.
-
- How about a frontmost window layer that do not overlap... you can
- pokeaway... If you dont want to force a window to be alway frontmost
- you can check for any clipping and stop rendering when not frontmost.
- Or lock the window tofront while you render or even if possible use
- an offscreen buffer and render to it (Not possible on SGI system.)
-
- Having a mecanism for the user to extend the gfxlibrary at a 'lowlevel'
- is something AT should REALLY think about.
-
- b) You asume to much, and what if they (who are they?.. the coders,
- ohh, nnoooo, not the coderzzz) do?
-
- Stephan
-
-