home *** CD-ROM | disk | FTP | other *** search
- Path: sparky!uunet!haven.umd.edu!darwin.sura.net!gatech!nscf!lakes!mr_scary
- From: mr_scary@lakes.trenton.sc.us (Chris Hurley)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Double Buffering
- Message-ID: <cRH7PB1w165w@lakes.trenton.sc.us>
- Date: Thu, 27 Aug 92 14:41:11 EDT
- Reply-To: mr_scary@lakes.trenton.sc.us
- Organization: The Veronica Lake Fan Club
- Lines: 16
-
- In the game I am currently writing, I am using (regretfully) two full
- screens for Double buffering. I am copying the information (ClipBlit)
- from the front screen to the back screen, then switching the back screen
- to the front. I render screen changes to the new back screen (formerly
- the front) and then switch screens back again. This process is repeated
- for all screen changes.
- I recognize that this is a miserable way to handle Double
- Buffering and need assistance in doing it with a non-visible second
- screen somehow. The drawing routines are written to draw to a screen, so
- I would prefer to leave this in tact. (DrawImage(Window->RPort, x,y) is
- used). Can someone tell me the easiest way to handle Double Buffering in
- the same manner I am doing now, but without screens? (views perhaps?).
- Please make your explanations as simple and thourough as possible, and
- thanks in advance.
-
- Chris. (mr_scary@lakes.trenton.sc.us)
-