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- Path: mn5.swip.net!news
- From: dan.eriksson@vxjkatedral.se (Peter Liljenberg)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Fastest way to display things on a screen?
- Date: 17 Apr 1996 09:52:52 GMT
- Organization: VΣxj÷ Katedralskola
- Message-ID: <4l2f1k$eqt@mn5.swip.net>
- References: <4l0pi6$gus@mn5.swip.net>
- Reply-To: dan.eriksson@vxjkatedral.se (Peter Liljenberg)
- NNTP-Posting-Host: tty17-61.swipnet.se
- X-Newsreader: WinVN 0.92.2
-
- In article <4l0pi6$gus@mn5.swip.net>, Ola.Lindgren@mailbox.swipnet.se (Daniel Hallgren) says:
- >
- >I'm thinking of writing a game, and I wonder which way is the best and fastest
- >to display graphics on a customscreen opened with OpenScreenTagList()?
- >Superbitmap windows are said to be very slow. To me, creating my own bitmap
- >with InitBitMap() and attaching it to screen with the tag SA_BitMap and then
- >render the graphics directly into the bitplanes seems the fastest way. Any
- >ideas? BTW, is WaitTOF fast enough for games?
- >
- > /Daniel
- >
- A superbitmap window is definitely overkill. There's two simple options:
- 1) Just write to the screens bitmap which you either let
- OpenScreenTagList() create, or supply your own. By having two bitmaps
- which you alternate between, i.e. draw on one and display the other, and
- when the drawing is finished switch screens, so that you display the
- newly drawn bitmap and draw on the other. This tecnique is called
- Double Buffering. (In v39+ there's some functions for this in
- graphics.library)
-
- 2) Open a borderless backdrop window on which cover the entier screen.
- This has the advantage that you can add gadget (gadtools too) to the
- display.
-
- WaitTOF() should be fast enough, since it only waits for the display beam
- to reach the top of the display.
-
- Peter Liljenberg
-