How i can limit which bitplanes used for functions like Circle,Boxf etc ? (all graphic functions expect sprites)
and which is fastest way (i think if i use pure blitz basic maybe shapes = bobs) are faster than Boxf when i need clipping ? if i dont need such thing which is fastest way ? i dont yet even know sure but very likely Boxf even its fast is maybe too slow. and i cannot wrote itself function with assembler which draws things what i want. Bitplanesbitmap sounds complicated becouse i must put stuff back to display which consumes time etc. |
Blitz basic graphical source with problem
I try made simple thing what i wrote program to test basic stuff where i add new realstuff when i get this working basic thing. i try combine 2 single bitmaps to 4 colour mode. and even maybe if Amiga power allow even 3 bitmaps to make 8 color mode.top it that i try use doublebuffering and i try draw own unique stuff all single bitmaps. its years ago when i coded and i never tired this thing before.
ps. btw i found do this anotherway if two 2 coloured bitmaps mixed to single 4 colour. easier but i want try with 3 bitmaps to 8colour... i going text this next. NoCli WBStartup BLITZ BitMap 0,320,256,2 BitMap 1,320,256,2 BitMap 2,320,256,1 BitMap 3,256,256,1 Slice 0,42,2 RGB 0,0,0,0 RGB 1,7,0,0 RGB 2,0,7,0 RGB 3,7,7,0 Repeat Show BMAP BMAP=1-BMAP Use BitMap BMAP ;BitPlanesBitMap BMAP,2,1 Use BitMap 2 lasku=lasku+1 If lasku>3599 Then lasku=0 Cls 0 Circlef 160+Sin(lasku/180*Pi+Sin(lasku/90*Pi)*1)*128,128+Sin(lasku/360*Pi)*128,36,1 ;Use BitMap 3 Cls 0 Circlef 160+Sin(lasku/90*Pi+Sin(lasku/180*Pi)*1)*128,128+Sin(lasku/360*Pi)*128,36,1 BitPlanesBitMap 2,BMAP,1 BitPlanesBitMap 3,BMAP,1 VWait Until Joyb(0)=1 End |
1 Attachment(s)
Now i tired this: at least fs-uae graphics shows things what i dont want and graphics also flickers very much. still very likely problem is not fs-uae. becouse all other programs what i tested works fine even impossible mission 2025 which uses dualplayfield i bet. and i also bet is more heavy for emulator...
originally i try way wich worked real amiga fine non dual playfield display.(at least when i use older AmiBlitz). i can position odd and even bitplanes own position using ShowB,and ShowF. to get specialfx. NoCli WBStartup BLITZ BitMap 0,320,256,1 BitMap 1,320,256,1 BitMap 2,320,256,1 BitMap 3,256,256,1 Slice 0,42,$fff8 For bm=0 To 3 Use BitMap bm Cls 0 Next RGB 0,08,05,04 RGB 1,15,05,03 RGB 2,08,12,03 RGB 3,15,12,03 Repeat las=las+1 If las>3599 Then lask=0 bmap=2-bmap Use BitMap bmap ;Cls 0 Circlef 160+Sin(las/360*Pi)*127,128+Cos(las/180*Pi)*127,30,1 Use BitMap bmap+1 ;Cls 0 Circlef 160+Sin(las/120*Pi)*127,128+Cos(las/360*Pi)*127,30,1 ShowB bmap ShowF bmap+1 VWait Until Joyb(0)=1 End |
Quote:
Also the following code could cause an error! Code:
bmap=2-bmap |
Quote:
|
Quote:
(smallprint: I'm not a Blitz programmer) |
Quote:
I can walk you through Bitplanesbitmap (it is very easy), i'm not quite sure yet it is your solution.:spin |
Quote:
|
dunno, transparent spheres...
1 Attachment(s)
Do you try to create a display with two transparent spheres?
Then i think i fixed it. a little. Code:
NoCli When you uncomment the CLS's, then flickering appears, because the screen is not redrawn or cleared fast enough. This is happening because the calculation inside the loop takes too long, also the CLS command is too slow. You can improve it by using a bitplane clear cmd using the CPU instead. |
There is a CPU bitmap clear routine in Blitz2:Examples/Blitzmode/Darts_poly.bb.
|
All times are GMT +2. The time now is 01:28. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.