Blit from buffer to screen

Blit from buffer to screen

Post by jansb00 » Fri, 06 Aug 2004 23:46:12


In a tile-based game, if a sprite covers tile A and tile B partly
(because it is moving from A to B); it would be most efficient to draw
both tiles first and then the sprite. This would be faster then drawing
both tiles separately with a clipped sprite on top of them.

However, how would I arrange (double) buffering in the first case?
 
 
 

Blit from buffer to screen

Post by Dirk Wolfg » Sat, 07 Aug 2004 14:51:33

jansb000 schrieb:

I use tripple buffering by vesa-funktion(VBE 3) 4F07h.
(GF4 TI4200)

vesa.org -> vbe3.pdf

Dirk