Mail Archives: djgpp/1997/07/01/19:16:49
From: | derek AT algonet DOT se (Christian Granström)
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | Linear FB ..vs.. Banking???
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Date: | Mon, 30 Jun 1997 13:01:33 GMT
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Organization: | RAGE
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Lines: | 29
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Message-ID: | <33b7ac0c.9602160@news.algonet.se>
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NNTP-Posting-Host: | du129-3.ppp.algonet.se
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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Ok this is not a real djgpp question but anyway!
Im currently writing a class to handle vesa compatible videocards.
This ones just for my own amusement and for producing demos
in a future so don't come with that "get Allegro" I am doing this
for fun OK..
But this is my problem:
I have been coding demos on the Amiga since the late 80:s.
To avoid flicker on the Amiga you just keep two buffers
in your videomemory. Then you switch between those during
a vertical blanking.
On the pc this seems to be a lot more complicated. The method
I used on the Amiga could be compared to banking or...?
But using a Linear Framebuffer is much easier. But then you
have to move all data from a buffer into the videomemory wasting
a lot of cpu power in larger resolutions.
Which technique is the best one to use on the pc???
Which technique is the most common in games an demos today???
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Christian Granström, Bryggerigatan 4A, 733 34 Sala, Sweden
derek AT algonet DOT se, christiang AT pasdata DOT se, www.algonet.se/~derek
+46(0)22477312, +46(0)704961587
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