Re: A86: Question on tile maps
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Re: A86: Question on tile maps
i assume all this triple buffering stuff is going into ATOM. that'll be
really cool when it's finished.
In a message dated 1/27/99 14:34:50 Eastern Standard Time, david@acz.org
writes:
> I've found that instead of using a SLOW sprite routine that saves the
> background, it's almost always much faster and easier to just save the
> background each frame into a secondary buffer. I call it "tripple
> buffering". You have your Video Ram or Video Buffer, Virtual Screen or
> Double Buffer, and you have the Map Screen or Map Buffer.
>
> You draw the map to the Map Buffer. At the beginning of each frame (top of
> the main loop), copy the Map Buffer to the Virtual Screen. This will
> effectively erase any sprites that were drawn the previous frame. During
> the frame, use whatever putsprite routine that you want and draw your
> sprites to the Virtual Screen. Don't worry about where they were or what
> was behind, them, just draw them as fast as possible. At the end of the
> frame, copy the Virtual Screen to Video Ram. This will save you alot of
> effort when programming, and it will be much faster if you have more than
> two or three on screen sprites. An extra 21000 t's for a buffer copy isn't
> much at all.
>