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- Newsgroups: rec.games.programmer
- Path: sparky!uunet!mcsun!news.funet.fi!ajk.tele.fi!funic!nntp.hut.fi!vipunen.hut.fi!jmunkki
- From: jmunkki@vipunen.hut.fi (Juri Munkki)
- Subject: Re: Triple Buffering: Maybe..
- Message-ID: <1992Dec26.234322.28845@nntp.hut.fi>
- Summary: Not entirely serious. ;-)
- Sender: usenet@nntp.hut.fi (Usenet pseudouser id)
- Nntp-Posting-Host: vipunen.hut.fi
- Reply-To: jmunkki@vipunen.hut.fi (Juri Munkki)
- Organization: Helsinki University of Technology
- References: <1992Dec24.223839.29198@mprgate.mpr.ca> <1hf8n9INN8c3@uniwa.uwa.e <1992Dec26.163436.11402@blkbox>
- Date: Sat, 26 Dec 1992 23:43:22 GMT
- Lines: 21
-
- In article <1992Dec26.163436.11402@blkbox> collins@blkbox (Chad R. Collins) writes:
- > 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.
-
- Up until now, this thread was pretty much hardware independent... Copying
- frame buffers can be a very time-consuming business, depending on what kind
- of hardware you are running on. It takes ages to copy a 640x480x8bit frame
- buffer on most personal computers. (Ages > time for one frame.)
-
- I guess you are talking about PCs and 320 x something resolution... IMHO,
- most computers are now so fast that game designers should move on to higher
- resolutions. Resolution independent code is the ultimate solution, but it
- does cause some problems to those who are used to thinking about raster
- graphics and sprites.
-
- --
- Juri Munkki Windsurf: fast sailing
- jmunkki@hut.fi Macintosh: fast software
-