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From: | "23yrold3yrold" <cbarry AT pangea DOT ca> |
Newsgroups: | comp.os.msdos.djgpp |
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Subject: | Re: Using (page-flipping) to speed up a program |
Date: | Thu, 6 Jul 2000 08:51:29 -0500 |
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To: | djgpp AT delorie DOT com |
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
Reply-To: | djgpp AT delorie DOT com |
"Evert Glebbeek" <eglebbk AT phys DOT uva DOT nl> wrote in message news:39648ccb DOT 16302165 AT news DOT wins DOT uva DOT nl... > Newsgroup: comp.os.msdos.djgpp > From: "23yrold3yrold" <cbarry AT pangea DOT ca> > On Wed, 5 Jul 2000 09:13:23 -0500 > >I played with the example program for triple-buffering that came with > >Allegro; I can AUTODETECT in 640 x 480, and although it does tri-buf, it > >won't display my sprites properly (they look like a huge mess of random > >pixels). I'll keep trying to get that or page-flipping to work. > That's strange. Does it do things like rect_fill() properly? Circle_fill() is what the program is set to do, and does OK. Originally the code is Mode-X in 320 x 240, but I successfully got it to work Autodetecting in 640 x 480 (circle_fill() and all). Funny that the sprite is so screwy because the code I use for blitting is exactly the same as the code I have in my rough game code (which works fine). Also, i found that info program but it doesn't seem to have anything in it about checking to see if triple-buffering or page-flipping will work on my computer. I can't get either to work reliably so I guess I'm stuck double-buffering for now. If you still would send a skeleton code for either (you mentioned it a few posts back) it might help my solve this, if not I'll just double buff ( I don't know how much trouble it would be for you.)
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