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-
- ZedWB V 2.1
-
- 1994 Michael Zucchi
-
- This is a little os-friendly 'hack' that puts a couple of spinning/scaling
- 3d filled polygon shapes on the back of Workbench!
-
- You need Workbench 2.0+ and an 020+ CPU.
-
- Zedwbmedres is for screens of medium resolution, like 640x256 etc
- Zedwbhires is for screens with square pixels, like 640x512 or 320x200
- Zedwb12??res is the same, with a different object
-
- First of all, make sure you don't have Workbench operating in backdrop
- mode (Workbench/Backdrop menu), and then use
-
- RUN <>nil: ZedWBmedres 2 2
-
- From a shell to start it up. To stop it, simply run it again (now you know
- why its called ZedWB!)
-
- The template for the command is
-
- cols/N,rows/N
-
- Specify the number of columns of logo's you want, and the number of rows.
- DONT specify 0 for either of them!
-
-
- I run Workbench in DBLNTSC 704x467x4 colour mode, using a VGA monitor,
- and it runs at around 10 frames/second (bog standard, unexpanded A1200).
-
- It uses the blitter to render the polygons onto an off-screen bitmap, then
- BltBitMapRastPort()'s this onto a backdrop window it opens on the default
- public screen (usually Workbench). I dont see any reason why it shouldn't
- work with other graphics cards, providing they patch BltBitMapRastPort()
- properly ...
-
- It uses a simplerefresh backdrop/borderless window, with no backfill hook
- - this means it wont eat up memory when its covered, and when you uncover
- the window, not having a backfill hook means the OS wont try to clear
- the uncovered areas first (saves more cpu time, but sometimes leaves
- bits of window on the screen for a while :)
-
- One run, the program sets its priority to -128 -> using most programs, you
- dont even notice its running. When rendering, it sets the priority to 0.
- This makes sure it doesn't lose all cpu while the blitter is owned - before
- i did this, a cpu-hog could freeze all graphics.
-
-
- I bothered to sit down and design a new object now - you can get a spinning
- "A1200" if you run the zedwb12???res version!
-
-
- The render engine is an early prototype for a MODULE i am writing for the
- AmigaE language. Due to all sorts of hassles (like not having much spare
- time), it might take a while to get finished yet ... Hopefully if/when
- i ever get it finished, the full E source to this program will be
- released as well.
-
-
- Michael Zucchi
- "Zed" of Frontier
-
- zucchi@hal9000.apana.org.au
- 9107047w@lux.levels.unisa.edu.au
-
- - history -
-
- 1.0 initial release
- 2.0 can now choose the number to draw, and a medres version
- 2.1 added the A1200 logo
-