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Home » Developing U++ » U++ Developers corner » Should we double-buffer by default?
Re: Should we double-buffer by default? [message #4090 is a reply to message #4087] Wed, 19 July 2006 19:38 Go to previous messageGo to next message
fudadmin is currently offline  fudadmin
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luzr wrote on Wed, 19 July 2006 17:56

There is no page flipping mode in Win32 GDI or X11.

Mirek


Then we are talking about backbuffer?
Re: Should we double-buffer by default? [message #4092 is a reply to message #4089] Wed, 19 July 2006 21:14 Go to previous messageGo to next message
mirek is currently offline  mirek
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fudadmin wrote on Wed, 19 July 2006 13:23

...CreateDIBSection technology to do fast animation in Windows. This approach gave the programmer direct access to the bitmap in system memory so that one can use optimized routines for drawing to the bitmap...
Or is that not correct?


Where is page fliping mentioned?

CreateDIBSection is great tool for direct manipulation of RGB values (and is used in Image code), but this if off-topic here.

Mirek
Re: Should we double-buffer by default? [message #4106 is a reply to message #4092] Fri, 21 July 2006 04:52 Go to previous messageGo to next message
fudadmin is currently offline  fudadmin
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What if to write own display driver (miniport etc.) (at least for Windows), use mapping file for video memory? Customizable resolutions?...
WDDM is coming with Vista, as I as understand...
Motion blurr would be good and vsync ...
How do some people do that?:
Quote:


OpenGL API hardware and software support (Microsoft OpenGL, SGI OpenGL, and Mesa
Support for Mesa with full source code
SciTech Game Framework (with source) for creating commercial-quality games
Sprite Library for hardware and software sprite management
Support for hardware triple buffering
Support for stereo LC shutter glasses (requires hardware stereo support)
Improved performance for many low level rasterization functions
Highly optimized 32 bit assembler rasterization for maximum speed
Full hardware and software double/multi-buffering support
Hardware scrolling/panning surfaces
Rendering direct to video memory, off-screen video memory and to system memory buffers
Full linear surface virtualization under DOS and Windows
Real-time 8 bit dithering



http://www.scitechsoft.com/products/dev/mgl_home.html
Re: Should we double-buffer by default? [message #4109 is a reply to message #4106] Fri, 21 July 2006 10:44 Go to previous messageGo to next message
mirek is currently offline  mirek
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Come on. We have abandoned idea of software rendering half year ago - (let me remind the final conclusion - the trouble is not to render things in the memory buffer, trouble is that some machines are too slow when moving content of this memory buffer to the screen - and there is nothing that can be done about it).

Mirek
Re: Should we double-buffer by default? [message #4110 is a reply to message #4109] Fri, 21 July 2006 12:10 Go to previous message
mirek is currently offline  mirek
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OK, so opaque painting is back. It is however much more lightweight code, using "bad case" detection.

Mirek
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