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Article #767Re: fast VGA sprite routines
From: Khan
Date: Tue, 18 Aug 1992 13:30
Date: Tue, 18 Aug 1992 13:30
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1251 bytes
In article <RVmgPB1w165w@tsoft.sf-bay.org> bbs.brienv@tsoft.sf-bay.org (Brien Voorhees) writes: > > Does anyone know techniques to speed up graphics routines? Here's an >overview of how my routines work : > During any given cycle, the following things happen : > The Master copy of the background (in a 64k buffer) is copied into the >work buffer (also 64k). > All sprites are written to the work buffer. > After all movement is done, the work buffer is copied into screen >memory >with a REP MOVSW. Hmm... Seems to me that you're copying the entire background needlessly each and every frame. If you remember where you drew each sprite, you can bitblt small rectangles from the background to overwrite the sprites in preparation for the next frame. Your sprite library could even do this automatically.
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!wupost!sdd.hp.com!ux1.cso.uiuc.edu!news.cso.uiuc.edu!usenet From: tmkk@uiuc.edu (Khan) Subject: Re: fast VGA sprite routines References: <RVmgPB1w165w@tsoft.sf-bay.org> Message-ID: <Bt6LII.rH@news.cso.uiuc.edu> Sender: usenet@news.cso.uiuc.edu (Net Noise owner) Organization: University of Illinois at Urbana Date: Tue, 18 Aug 1992 13:30:16 GMT Lines: 19