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- %
- #EF
- #T15,1,Chapter 6 The Borland Graphics Interface Pg. 20
- #HS,1,4,80,25,11,1
- #C4,R5
- ~W~IVideo Pages And The BGI~Y~I
-
-
- On the EGA and VGA adaptors, there is usually enough memory for at least
- two video |pages|. This is especially true in the medium and lower
- resolution modes.
-
- #WN
- #C4,R12
- Lower resolution modes have more colors available, but there are fewer
- pixels on the screen. This ok for most games. In most cases, people enjoy
- arcade games more if they have lots of colors than if they have very high
- resolution images. This is not always true, but it can be used as a rule
- of thumb.
-
- #WN
- #C4,R18
- We will be using multiple video pages in Space Attackers. To help us create
- bitmaps that are properly scaled for the particular adaptor, we will draw
- our bitmaps on the a |non-visual page| of memory while the user is looking
- at the title screen and copyright notice on the |visual page|.
-
- #WN
- #C4,R23
- The functions that give us access to video pages are summarized in
- Figure 6.4.
-
- #WN
- %
- #EF
- #T15,1,Chapter 6 The Borland Graphics Interface Pg. 21
- #HS,1,4,80,25,11,1
- #C2,R5
- ~W~IFigure 6.4~Y~I
- Summary Of The BGI
- Video Page Control Functions
-
- ╔═══════════════════════════════════════════════════════════════════════════╗
- ║ ~W~IName Purpose~Y~I ║
- ╙───────────────────────────────────────────────────────────────────────────╜
- setactivepage() Sets the page that all of the BGI functions will draw
- to. This does not have to be the visual page. We can
- draw to a page that is not currently on the screen.
- setvisualpage() Sets the visual page. The visual page is the page
- that can be seen on the screen.
-
- #WP
- #X