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- Subject: Re: ChangeScreenBuffer()
- References: <4gl1e7$r6s@oreig.uji.es> <1996Feb24.154556.15537@imada.ou.dk> <4gt3dq$6fg@oreig.uji.es>
- X-Newsreader: TIN [version 1.2 PL2]
- Path: imada.ou.dk!breese
- From: breese@imada.ou.dk (Bjorn Reese)
- Message-ID: <1996Feb28.190533.23231@imada.ou.dk>
- Sender: news@imada.ou.dk
- Nntp-Posting-Host: ravel.imada.ou.dk
- Organization: Dept. of Math. & Computer Science, Odense University, Denmark
- Date: Wed, 28 Feb 1996 19:05:33 GMT
- Newsgroups: comp.sys.amiga.programmer
-
- Jorge Acereda Macia (ii202@rossegat.uji.es) wrote:
- > Bjorn Reese (breese@imada.ou.dk) wrote:
-
- > Anyway, if there's no intuition rendering, there shouldn't be
- > problems if I ignore ChangeScreenBuffer's return code...
- > right?
-
- I guess so. Dunno what the future might bring though ;)
-
- > There's is another issue... Pressing the depth gadget will freeze
- > the game/demo until you release it. Any solution?
-
- None, that I can think of. However, chances are that if the user
- is pressing the depth gadget, (s)he's isn't paying attention to
- the game/demo and probably wants it to freeze.
-
- > > 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?
-
- Let's see if I can remember it...
-
- Put your double-buffering screen behind another. Drag the frontmost
- screen down 20-30 rasterlines. Watch your double-buffering swap at
- an amazingly high rate.
-
- --
- Bjorn Reese Email: breese@imada.ou.dk
- Odense University, Denmark URL: http://www.imada.ou.dk/~breese
-
- "It's getting late in the game to show any pride or shame" - Marillion
-