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- Path: oreig.uji.es!ii202
- From: ii202@rossegat.uji.es (Jorge Acereda Macia)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: ChangeScreenBuffer()
- Date: 26 Feb 1996 19:58:50 GMT
- Organization: Universitat Jaume I. Castell≤ de la Plana. Spain
- Message-ID: <4gt3dq$6fg@oreig.uji.es>
- References: <4gl1e7$r6s@oreig.uji.es> <1996Feb24.154556.15537@imada.ou.dk>
- NNTP-Posting-Host: @rossegat.uji.es
- X-Newsreader: TIN [version 1.2 PL2]
-
- Bjorn Reese (breese@imada.ou.dk) wrote:
- > Jorge Acereda Macia (ii202@rossegat.uji.es) wrote:
-
- > > Is this busy-waiting?
- > >
- > > while(NULL==ChangeScreenBuffer(DBScreen, Bitmap[CurrBuf])) ;
-
- > Yes.
-
- > > How can I handle this? Doing WaitTOF() each time ChangeScreenBuffer
- > > fails?
-
- > The official way to handle it is to wait for the safe signals (there's
-
- Yes, I'm assuming I've received the signal on the SafePort. I mean
- after receiving the safe signal. ChangeScreenBuffer() can fail if,
- for example, the user is pressing the screens depth gadget.
-
- Anyway, if there's no intuition rendering, there shouldn't be
- problems if I ignore ChangeScreenBuffer's return code...
- right?
-
- There's is another issue... Pressing the depth gadget will freeze
- the game/demo until you release it. Any solution?
-
- > some example in NDK called doublebuffer.c, I believe) However, this
- > can give some strange results under some circumstances, so I prefer
- > WaitTOF().
-
- I had no problem with it... What problems do you refer to?
-
- Greets,
- --
- ---------------------------- --------------------------------------------
- | Jorge Acereda | Dream the same thing everynight |
- | ii202@rossegat.uji.es | I see our freedom in my sight |
- | Intel Outside | No locked doors, no windows barred |
- | Amiga Rules | No things to make my brain seem scarred |
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