![]() |
|
double buffer, triple buffer and z buffer stuff |
lucaz
Member #4,194
January 2004
|
I always use the double buffer method. |
HoHo
Member #4,534
April 2004
![]() |
zbuffer is only useful in 3d, triplebuffer might make some things run a bit faster because program dont need to wait for vsync. I thik doublebuffering is good enoughf for everything that can't be done easily with dirty rectangles __________ |
lucaz
Member #4,194
January 2004
|
what are those dirty rectangles?. By the way, I'm not sure if I'm using double buffer
|
jamal
Member #3,326
March 2003
![]() |
Yes you do |
Tobias Dammers
Member #2,604
August 2002
![]() |
...but with two flaws: Then: --- |
Evert
Member #794
November 2000
![]() |
Also, do have a look at the exupdate.c example that comes with Allegro. It doesn't do dirty rectangles, but it does double/triple buffering and page flipping. |
Tobias Dammers
Member #2,604
August 2002
![]() |
Or the demo game, which actually does all of them. --- |
lucaz
Member #4,194
January 2004
|
Thanks a lot Tobias! |
HoHo
Member #4,534
April 2004
![]() |
Actually dirty rectangles can be used with 3d graphics. I think that little big adventure 2 used it. How else could p100 run it in full software with no problems? The image quality seemed better than in q2 for me(it had colors other than brownish grey). Come to think of it, it was a very advanced game. It even had a nice vehile physics in it. http://www.gamershell.com/pc/little_big_adventure_2/screenshots.html Quote: System Requirements Required for Windows® 95
__________ |
Oscar Giner
Member #2,207
April 2002
![]() |
Quote: How else could p100 run it in full software with no problems? Because the background image was still. It used the same technique that all other "prerendered 3D backgrounds with 3D realtime characters" games. The only difference is that the backgrounds were prerendered by the game engine itself. -- |
HoHo
Member #4,534
April 2004
![]() |
Hmm, seems I might have messed up two very different technologies. Guess I should get some sleep. Still, if I would have made the game I would have used somekind of DR system. Moving things cover at most 1/4 area of the screen. Blitting the background every frame would make it slower than bliting smaller areas of it. I wonder how hard it would be to make hl2 graphical quality game running with fixed viewpoint(like LBA) in software;D __________ |
Oscar Giner
Member #2,207
April 2002
![]() |
Quote: Still, if I would have made the game I would have used somekind of DR system. Moving things cover at most 1/4 area of the screen. Blitting the background every frame would make it slower than bliting smaller areas of it. Yeah, they may have used DR there. -- |
|