Date: Sat, 19 Jul 1997 10:56:32 -0600 From: nazgul AT hubb DOT com Subject: allegro+plush, many bmps on screen Newsgroups: comp.os.msdos.djgpp Message-ID: <869282931.13355@dejanews.com> Reply-To: nazgul AT hubb DOT com Organization: Deja News Usenet Posting Service Lines: 45 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk Hello. Does anyone know why I would have trouble using allegro and plush to do 3d and many bitmaps at the same time? What I'm doing is: - setup 640x480, 8bit graphics. - make sub bitmaps for: -3d display -button bar -statistics display -inventory -etc - also make separate bitmaps for all of the above (for some bizarre reason, I have to make, say, a 320x200 bitmap AND subbitmap, then have plush render to bitmap, then blit to the subbitmap, then blit the 640x480 to screen memory.) - load the button bar .pcx, the statistics .pcx, etc. - make an optimized palette with everything w/ plush - convert that to allegro palette. - set the palette In my main loop, I do this: - render to the 3d bitmap. - blit the button bar to the button bar bitmap. - add the text to the bb bitmap (repeat for all displays) - blit bitmaps into respective subbitmaps of the hires 640x480 screen - vsync() w/ allegro - blit 640x480 buffer to screen mem - get user input \ - make AI choices > (actually beginning of loop, but hey...) - update positions / So, after I do all this, for some twisted perversion of logic reason, the only thing that actually shows up is my 3d window... Can anyone help me on this? I'll gladly email or post my source, but I think this post is gonna be long enough without it. I'd be really grateful for any ideas that *work*, and somewhat grateful for the ones that point in the right direction :) Thanks in advance, everyone! Justin nazgul AT hubb DOT com http://www.geocities.com/SiliconValley/Heights/5456/ -------------------==== Posted via Deja News ====----------------------- http://www.dejanews.com/ Search, Read, Post to Usenet