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- From: tmaehl@vax1.umkc.edu
- Newsgroups: comp.sys.mac.programmer
- Subject: simulating page-flipping via cluts
- Message-ID: <1992Sep11.030344.1@vax1.umkc.edu>
- Date: 11 Sep 92 09:03:44 GMT
- References: <183k5aINNc1l@agate.berkeley.edu> <MHALL.92Sep6135523@occs.cs.oberlin.edu>
- <18ja83INNk53@agate.berkeley.edu> <1992Sep10.182147.25618@hobbes.kzoo.edu>
- Sender: root@parsifal.umkc.edu (Parsifal Administration)
- Organization: University of Missouri - Kansas City
- Lines: 19
-
- In article <1992Sep10.182147.25618@hobbes.kzoo.edu>,
- k044477@hobbes.kzoo.edu (Jamie R. McCarthy) writes:
-
- > How many games do you know that really, really _need_ 256 colors--not
- > 254 or 255 but 256? If you're clut-flipping to simulate page-flipping,
- > OK; if you're writing for a 2-bit-deep screen, I can see that. Most
- > games get along fine with 254 colors.
- >
-
- Two questions: How do you simulate page-flipping with clut-flipping??
- Set one clut to all black and draw with it and then flip to the clut
- with the proper colors? I'm not sure I see where this gains you
- anything. Anyone care to explain in detail??
-
- And second: Wouldn't this fail to accomplish anything at all on
- a direct color screen, or am I *completely* misunderstanding (a
- distinct possibility.)
-
- Jonathan (tmaehl@vax1.umkc.edu)
-