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Virtual screens


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#1 Rene   Members   -  Reputation: 122

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Posted 14 October 1999 - 09:01 PM

Is there a better way to avoid flicker than virtual screens. Virtual screens is so slow especially in 640x480.

If i am syncronising my game with the timer how can i then avoid flicker since i am not syncronising with ther virtual retrace. Is there a way of syncronising with both of them.

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#2 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 14 October 1999 - 09:01 PM

The only other way is to only write to each pixel once, or no times each frame.

Since this can be impossible in some cases, or requires huge amounts of processing, this will almost definitely be slower that a virtual screen.

The only alternative is page flipping where you have a screen sized area in video memory which you write to, and then make the card send that memory to the monitor, while you write to a different screen buffer, still in video memory, so that no memory is copied, the video card just looks in a different place. This is very fast, but if you are running in 640x480x16bpp then you need around 1.5 mb of video memory so make sure the video card can do that (most video cards should be able to quite easily these days).

There are numerous tutorials on how to move the video cards page pointer, but I don't know any specific ones. Look around.

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