From: Endlisnis Newsgroups: comp.os.msdos.djgpp Subject: Re: Allegro and VESA 2.0 Date: Thu, 17 Sep 1998 18:04:42 -0300 Organization: NBTel Internet Lines: 24 Message-ID: <3601796A.99FAB0B7@unb.ca> References: <3600AE89 DOT 4D194557 AT mailexcite DOT com> <19980917122929 DOT 27796 DOT 00000443 AT ng153 DOT aol DOT com> NNTP-Posting-Host: fctnts07c15.nbnet.nb.ca Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk ElvenForst wrote: > It's almost as if the drawing functions (mostly blitting, rle and compiled > sprites) return before they've done the job, and complete it in the background > while the program moves on. This resulting in the image not being completely > finished when the buffer is copied to the screen. Also, there seems to be some > sort of wierdness with this and the sync (or lack thereof) with the vertical > retrace. You may not be able to blit the entire screen in a single vertical retrace if you are using hi-res modes. > Does my hypothisis make any sense? I can't figure it out on my own because I > don't know exactly what vesa is or how it works, as opposed to a "normal" video > mode like 13h. There is no 'real' difference. Using mode 0x13, you have a linear frame buffer starting at 0xA0000, and is 65000 bytes long. In VESA2 800x600x8bit mode, you have a linear frame buffer starting at some other address and is 480000 bytes long. I may take longer to blit the screen espectially if you are using something large like 1024x768x32bit (if you have a 4 Meg card) because that requires you to copy 4Megs of data when 0x13 only requires 64k. -- (\/) Endlisnis (\/) s257m AT unb DOT ca Endlisnis AT GeoCities DOT com Endlis AT nbnet DOT nb DOT ca