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- From: HAWK@blanker.ruhr.de (Peter Elzner)
- Date: Tue, 23 Jan 96 00:47:49 +0100
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- Organization: neXus
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- Subject: Re: Demo/game to OS friendly part II
- Newsgroups: comp.sys.amiga.programmer
- Path: blanker.ruhr.de!BLANK1
- References: <john.hendrikx.47u5@grafix.xs4all.nl>
-
- john.hendrikx@grafix.xs4all.nl (John Hendrikx) wrote:
-
- > However, I think that accessing the screen-buffer directly is a necessity for
- > fast games, like a DOOM clone, as they want to do stuff on a pixel basis which
- > the OS doesn't provide standard functions for (unlike line-drawing for
- > example).
- >
- > That's why I think that it should be possible to specify a number of supported
- > (pixel-) layouts with the OpenScreen call, so you can tell OpenScreen that your
- > application supports only 8-bit and 16-bit Chunky displays for example, and
- > 'force' OpenScreen to either give you such a screen or to fail (instead of
- > getting 'the best match'). A 'query' function to find out about what screen
- > you got back from OpenScreen would also be quite handy.
-
- Programming Intuition screens you can get two types of screens:
-
- 1) standard Amiga screen based on ECS/AGA
- - everyone should know how to access them
- 2) gfx-board screens
-
- To determine wither it's (1) or (2) you could use CyberGfx'
- IsCyberModeID(). Then you should use CyberGfx routines like
- GetCyberMapAttr() to determine the pixel format (8-bit chunky or whatever)
- and to get more details about the bitmap.
- Also, the forthcomming rtg.library by Steffen Haueser offers things like
- getting the direct bitmap-address and using Double-Buffering for CyberGfx
- screens.
-
- If you know exactly what kind of screen you have (and only then), it's safe
- to poke the bitmap directly.
-
- Peter Elzner [Hawk@blanker.ruhr.de]
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