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- Path: news.rwth-aachen.de!messua!svent
- From: svent@messua.informatik.rwth-aachen.de (Sven Thoennissen)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Fastest way to display things on a screen?
- Date: 17 Apr 1996 13:07:03 GMT
- Organization: RWTH -Aachen / Rechnerbetrieb Informatik
- Message-ID: <4l2qdn$akr@news.rwth-aachen.de>
- References: <4l0pi6$gus@mn5.swip.net>
- NNTP-Posting-Host: messua.informatik.rwth-aachen.de
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-
- Ola.Lindgren@mailbox.swipnet.se (Daniel Hallgren) writes:
-
- >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?
-
- Yes this would be the fastest. You might consider using double buffering
- (or triple buffering) routines to get smooth results.
-
- By writing into the bitmap directly, your game won't run with graphics
- boards. You can use an internal bitmap, fill it directly, then use
- BltBitmapRAstport() to put it to the screen's bitmap. This will run
- on gfx boards (I have tried it out).
-
-
- > BTW, is WaitTOF fast enough for games?
-
- It should be. It's the most friendly routine, because it is waiting
- for the copper interrupt bit (I tried this out too).
-
-
- bye -
- Sven
- --
- svent@pool.informatik.rwth-aachen.de
- http://www-users.informatik.rwth-aachen.de/~svent/
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