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- Newsgroups: rec.games.programmer
- Path: sparky!uunet!psinntp!blkbox!collins
- From: collins@blkbox (Chad R. Collins)
- Subject: Re: Triple Buffering: Maybe..
- Organization: The Black Box, PO Box 591822 Houston, TX 77259-1822
- Date: Sat, 26 Dec 1992 16:34:36 GMT
- Message-ID: <1992Dec26.163436.11402@blkbox>
- References: <1992Dec21.171731.26731@midway.uchicago.edu> <1992Dec22.202057.18233@blkbox> <709@muller.loria.fr> <1992Dec24.185505.27786@mprgate.mpr.ca> <1992Dec24.152230@betsy.gsfc.nasa.gov> <1992Dec24.223839.29198@mprgate.mpr.ca> <1hf8n9INN8c3@uniwa.uwa.edu.au>
- Keywords: buffering
- Lines: 25
-
- Well, I was originally looking at triple buffering as a way to
- elimate that damn strobing affect, but I kinda gave up on it for the simple
- reason that if your draw rate is faster than the flip rate, you will
- eventually be waiting for the flip or if it is slower you will eventually
- fall behind. But how about this as an alternative:
-
- Instead of using all three screens in a show/draw sequence, use
- two of them for a show/show sequence and the third for drawing. When the
- third screen is done being drawn, you copy the page to the visible screens,
- first to the one that is currently hidden and after the page flip
- to the formerly visible screen.
- Now, of course you are going to loose a bit of time copying the
- screens, but 32-bit copying is pretty darn quick. The question is, would
- this elimate the strobing effect? Or, as a more memory efficient way,
- just use one visible screen and do the copying during the vertical retrace,
- elimating the page flipping all together.
- What I am mainly looking for is a way to generate frames using more
- time than the vertical retrace without strobes- I mean, if you can keep
- things above 30 frames/sec, it should look pretty good. I wanted to get
- some more input on this stuff as the only way I have found to stop the
- images strobing is to keep the frame rate around 60.... :(
-
- Chad R. Collins
- collins@blkbox.com
-
-