Mail Archives: djgpp/1999/01/14/22:05:45
From: | Ludvig Larsson <ludvig AT club-internet DOT fr>
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | Re: Speed -- again
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Date: | Fri, 15 Jan 1999 03:36:33 +0100
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Organization: | Faas-Goldhart
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Lines: | 27
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Message-ID: | <369EA9B1.76F7@club-internet.fr>
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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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Reply-To: | djgpp AT delorie DOT com
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Seawolf wrote:
>
> Two days ago I've seen a graphics demo using a 800x600x24bit or a 32bit
> graphics mode (selectable by the user) demonstrating a lot of cool
> effects like water ripples, plasma, tunnels, (warp) feedback,
> texture/environment mapping. It's written using Watcom C and came with
> the main source code (except the code for the drawing functions). The
> demo seemed to use double buffering but it ran faster than everything
> above 640x480x16 that I wrote. Anybody who could tell me why?
>
> ---------
> "Hardware is fast enough to do interesting things, but not fast enough
> to do hat we really want." - Michael Abrash, id Software
If it's really fast, it it's probalby not rewriting the whole
screen every frame.
Dirty rectangles is one way to do this(for spritebased games without
constantly moving background it is good), or maybe the buffer
is used as a reference, and a function with different parameters is
applyed to it is user.
Ex. You got one picture in the doublebuffer and the function
blit_to_screen_with_rotation(int degrees) is used.
How high was the framerates(if you know)? and what kind of
graphics card do you have?
Ludvig
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