"Aaron Ardiri" <[EMAIL PROTECTED]> wrote in message news:34317@palm-dev-forum...
> call it twice :) with the IIIc and Prism.. it swaps between two
> offscreen buffers.. you'll find.. on these devices.. the memory
> is actually on the VRAM of the graphics controller.. on other
> devices, it creates a memory chunk on the dynamic heap :)
>
> [check the sources] :P
Ooo! Sounds promising! So call WinScreenLock twice and it will work? hmmm...
I don't have the sources yet. Grrr... I just sent my apps in this week.
> a higher frame rate on the LCD displays = not worth it, really :))
> for example, the cube 3D/burning demo runs at 15 frames per second.
> looks smooth enough.
15 is good enough. I just wanted to make sure I actually had some room to
spare when I wanted to add more CPU intensive features. Its not very bad as
it is now. I can add lots of fully animated sprites without affecting the
speed. So far...
> you can do true double buffering using the WinScreenLock() API's.
> you could re-write them for non 3.5 devices by setting the LCD
> display address register when appropriate, and do all the
> buffer management yourself.
I'm definitely checking this out! Wish they would hurry and process my app
so I can get to the sources for these screen related APIs...
> PS: shouldn't you be working on something else *hint* :)
LOL! Hey, this is my x-mas vacation project. ;) Monday is back to work on
"that" project...
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