Message-ID: <37CF7CC4.8BC81E8F@cimo.it> Date: Fri, 03 Sep 1999 09:46:12 +0200 From: nightwalker X-Mailer: Mozilla 4.61 [en] (WinNT; I) X-Accept-Language: en MIME-Version: 1.0 To: djgpp AT delorie DOT com Subject: ALLEGRO RLE_SPRITE direct initialization Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Reply-To: djgpp AT delorie DOT com Subject: 1 ALLEGRO RLE_SPRITE direct initialization Subject: 2 Triple buffering vs. double buffering I'm working on a real-time strategy wargame. I want to make it working at 800x600x32bit color, double or triple paging (they seems the most reliable methods). I use lots of images (units' frames) with the same size (48x48) and color depth (32bit), so I would store them in a different file format than a DAT containing PCX or BMP. I found the draw_rle_sprite function almost perfect to draw them (each unit's frame has a SubFrame for each angle, so i don't need any rotation effect). How can I initialize the RLE_SPRITE.dat pointers on my own? Wich is the .dat format draw_rle_sprite requests? Is possible a run-time conversion from 32 bit color to 24, 16 and 8 bit depth? (ie: what can I do in order to make these sprites working on a 256 color device?) About video buffering: I cannot see the advantages of triple buffering vs. double buffering. I tryed the Allegro ex20 on triple buffering with retrace sync, and I modifyed it to make it use 2 pages instead of 3, and I encountered no differencies. While a page is being drew up, and the other is displayed, what is the use of the third? Which is the difference between double buffering and page flipping? Thanx for the help and sorry for the bad english! Francesco Orsenigo