Quote:
Originally Posted by rcman
Have anything posted to your tutorials?
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Not sure what you mean there... I covered double buffering in the Amiga Future tutorials a good while back, issue 128 if that's what you mean?
Quote:
Originally Posted by madaxe
Thanks
I thought that was something like:
.Loop
Draw objects in BitMap 0
Wait for vertical blank
Display BitMap1
Draw objects in BitMap 1
Wait for vertical blank
Display BitMap 0
Goto Loop
When using a Dual PlayField the method is the same?
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That's very similar, but you don't want to be drawing shapes to a bitmap that's currently displayed. It will work fine if you're running smoothly at 50fps, but if any frame takes longer than a frame to draw, you'll get flicker and jitter in your shapes.