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- Path: newsfeed.internetmci.com!xmission!xmission!not-for-mail
- From: butlerm@xmission.xmission.com (Mark David Butler)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Demo/game to OS friendly part II
- Date: 29 Jan 1996 21:21:12 -0700
- Organization: XMission Internet (801 539 0900)
- Message-ID: <4ek6bo$84n@xmission.xmission.com>
- References: <john.hendrikx.47u5@grafix.xs4all.nl> <PETERM.96Jan29164036@tui.maths.irl.cri.nz>
- NNTP-Posting-Host: xmission.xmission.com
-
- I agree that message passing is the best long term way to do device
- independent graphics with one caveat. For acceptable performance it is
- absolutely necessary to queue up several raster operations in some sort
- of buffer before sending them off with some sort of GSync(rp) command.
-
- For backward compatibility you could have an AUTOSYNC mode where all
- graphics operations are executed synchronously.
-
- - Mark Butler
-
- In article <PETERM.96Jan29164036@tui.maths.irl.cri.nz>,
- Peter McGavin <peterm@maths.grace.cri.nz> wrote:
- >john.hendrikx@grafix.xs4all.nl (John Hendrikx) writes:
- >
- >Personally I would like to see what seems a completely opposite
- >approach (for RTG). That is, I think gfx should be implemented
- >something like DOS. Gfx primitives like Draw(), SetAPen(), Text(),
- >etc, internally should use message-passing and packets. The Amiga has
- >a big advantage over other platforms that messages don't have to be
- >copied. Applications can choose either synchronous or asynchronous
- >interfaces. Gfx card drivers would have standard async BeginIO()
- >functions. The main advantages are:
- >
-
-
- --
- Mark David Butler ( butlerm @ xmission.com )
-
-