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- %
- #EF
- #T15,1,Chapter 4 Animation Pg. 2
- #HS,1,4,80,25,11,1
- #C4,R5
- ~Y~I
- ~W~IFrame Animation~Y~I
-
- Frame animation is done by creating several pictures, or |frames|, that can
- be flashed on the screen at high speed to produce the appearance of motion.
-
- #WN
- #C4,R11
- This is the technique used to produce cartoons. The frames are drawn one by
- one, then photographs are shot of each frame. The photos are strung
- together and shown at a rapid rate, producing the illusion of motion.
-
- #WN
- On a computer, we can store each frame in memory or on the disk and display
- them one at a time on the screen. Each frame is stored in memory on a
- different |page|.
-
- #WN
- #C4,R19
- On the EGA or VGA, there are multiple pages of memory available for use. If
- we want to, we can load or draw images onto one or more of the pages that
- are not currently displayed and then rapidly flip from page to page to
- animate a picture. Most graphics images, however, are so large that it is
- difficult to load them fast enough to keep the animation going.
-
- #WN
- %
- #EF
- #T15,1,Chapter 4 Animation Pg. 3
- #HS,1,4,80,25,11,1
- #C4,R5
- ~Y~I
- Unfortunately, the CGA has only ~Yone page ~Y~Ito work with, so frame animation
- isn't as useful as on other adaptors. Multiple pages can be simulated by
- allocating memory in the user program space, which is the 640K we normally
- use for our DOS programs. However, with the CGA almost dead as a commercial
- option, building a paged animation system for such a low resolution adaptor
- hardly seems worth it.
-
- #WN
- #X