> 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


-- 
For information on using the Palm Developer Forums, or to unsubscribe, please see 
http://www.palmos.com/dev/tech/support/forums/

Reply via email to