> 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...
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...
check this out:
---
if ERROR_CHECK_LEVEL == ERROR_CHECK_FULL
// break these three fields on purpose to force devs to update
their apps
winP->displayWidthV20 = 0;
winP->displayHeightV20 = 0;
winP->displayAddrV20 = NULL;
#else
// copy the width, height and baseAddr fields for compatibility
winP->displayWidthV20 = winP->bitmapP->width;
winP->displayHeightV20 = winP->bitmapP->height;
winP->displayAddrV20 = BmpGetBits(winP->bitmapP);
#endif
---
that explains why the displayAddrV20 dont work :)
> > 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...
hehe :)) well.. when you have something to show me.. let me know.
// az
[EMAIL PROTECTED]
http://www.ardiri.com/ <--- free games!
+46 70 656 1143
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