From: "Robert Boles" Newsgroups: comp.os.msdos.djgpp Subject: Re: Z-Buffered Bitmaps Date: Thu, 25 May 2000 18:27:37 -0400 Organization: Prodigy Internet http://www.prodigy.com Lines: 32 Message-ID: <8gk9ad$ais$1@newssvr03-int.news.prodigy.com> References: <8gfm6n$51g6$1 AT newssvr04-int DOT news DOT prodigy DOT com> <392C41AC DOT B5D4B0E0 AT mtu-net DOT ru> <8giri3$8us$1 AT nets3 DOT rz DOT RWTH-Aachen DOT DE> NNTP-Posting-Host: lanra020-0244.splitrock.net X-Trace: newssvr03-int.news.prodigy.com 959293581 3871167 64.196.128.244 (25 May 2000 22:26:21 GMT) X-Complaints-To: abuse AT prodigy DOT net NNTP-Posting-Date: 25 May 2000 22:26:21 GMT X-Newsreader: Microsoft Outlook Express 5.00.2919.6600 X-MSMail-Priority: Normal X-Priority: 3 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2919.6600 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com Yes, you are right, I have no way of telling when each of the threads disply thier image. My program works now, It just doesn't display things in the right order. It displays them whenever the thread happens to hit. How it works is that each thread (running at the same time) blits to the back buffer, under certain conditions. Sometimes alot, sometimes not at all. Then the main thread freezes the muli-threads. Blits the back buffer to the screen, and then starts the threads. Works great, if I can get it depth sorted. > Alexei A. Frounze wrote: > > You don't really need any Z-buffers. At least Z-buffer is a computer gfx > > term usually used in 3d gfx. > > Usually, but not only there. In the situation the original poster > describes, he *does* need a z buffer. You didn't read the question > completely, I think: he was talking about multiple _concurrent_ > threads blitting windows to a common framebuffer. In that case he > cannot z-sort the windows, simply because there's no point in time > when they're all available, so they can be sorted and output. > > His situation requires either a z-buffer or a datastructure that > partitions the plane into rectangles or similar areas of common > 'depth', which is somewhat equivalent to the 'dirty rectangles' > blitting method for sprites. > -- > Hans-Bernhard Broeker (broeker AT physik DOT rwth-aachen DOT de) > Even if all the snow were burnt, ashes would remain.