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Article #581

Re: Split screen mode: Why? (was Re: 320x400 question)

#581
From: Jill Patterson
Date: Tue, 11 Aug 1992 20:15
33 lines
1906 bytes
dmb@wam.umd.edu (David M. Baggett) writes:

>In article <Bsts4L.15r@news.cso.uiuc.edu> tmkk@uiuc.edu (Khan) writes:
>You're right, it wouldn't exhibit any more than drawing to a full
>screen.  But it also wouldn't exhibit any less.  Hence: what's the
>advantage?  You have to double buffer, whether you're using full-screen
 The advantage comes from the extra video memory you save by not having
to allocate a second page area for the status display.  This also allows
for the double buffered area to be flipped faster, since less of it will
need to be displayed.

         +-------------+
         |             |
         |             |  <- Double  buffered area
         |-------------|
         | Status Line |
         +-------------+

   The extra video memory can be used for sprite storage for use in
   fast video to video copies.
    
   bytor@milton.u.washington.edu

>mode or split screen mode.  So you're back to the same problem: you
>must draw the status window stuff once for *each* page flip screen.

>If, on the other hand, you don't get noticeable flicker without double
>buffering on the PC, then there's no need to double buffer anything.
>You could just use mode 13 (byte-per-pixel) and draw to the visible
>(and only) page whenever you feel like it.

>Dave Baggett
>dmb@wam.umd.edu
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References: <1992Aug11.134312.16390@wam.umd.edu> <Bsts4L.15r@news.cso.uiuc.edu> <1992Aug11.172313.26619@wam.umd.edu>

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From: bytor@milton.u.washington.edu (Jill Patterson)
Newsgroups: rec.games.programmer
Subject: Re: Split screen mode: Why? (was Re: 320x400 question)
Message-ID: <bytor.713564132@milton>
Date: 11 Aug 92 20:15:32 GMT
References: <1992Aug11.134312.16390@wam.umd.edu> <Bsts4L.15r@news.cso.uiuc.edu> <1992Aug11.172313.26619@wam.umd.edu>
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