From: varobert AT colba DOT net Message-Id: <3.0.32.19990731232201.007b1d30@mail.colba.net> X-Sender: varobert AT mail DOT colba DOT net X-Mailer: Windows Eudora Pro Version 3.0 (32) Date: Sat, 31 Jul 1999 23:22:04 -0400 To: djgpp AT delorie DOT com Subject: Re: Allegro: videomemory with bitmaps + sprites Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Reply-To: djgpp AT delorie DOT com Any calls to create_video_bitmap will allocate memory directly from video ram without taking in concideration the current screen mode, virtual size, etc. so to create a video bitmap outside your screen area, you'll have to do BITMAP *video = create_video_bitmap(SCREEN_W, SCREEN_H) (adjust for virtual screen), and then free this at the end your program...also, I suppose (never tried it) that writting to that bitmap will write directly to your screen. At 05:22 PM 7/31/99 +0200, you wrote: >Hello! > >I want to use the fast videomemory with pageflipping for my game: > > BITMAP *bmp; > bmp = create_video_bitmap(640,480); > >If I draw a bitmap with draw_sprite(bmp, sprite, 0,0) in to the created >videospace, the sprite will be shown on the screen... But why??? I don't >have used the function show_video_bitmap(bmp)! > >How could this possible and how I must use this video_bitmap-functions >correctly? > >And I have a loop for the draw_sprite() and its flickering, with >show_video_bitmap() and vsync() it's not better. > >-- >Amin Kharchi >Wolfsburg, Germany > > > - GodOfWar Computers are getting faster, smaller and cheaper with time. Does that mean that Microsoft invented time travel ?