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From: Brian Julin <bri@forcade.calyx.net>
To : ggi-develop@eskimo.com
Date: Sun, 7 Mar 1999 10:33:21 -0500 (EST)
Re: Sprites in video memory
On Sat, 6 Mar 1999 becka@rz.uni-duesseldorf.de wrote:
> Exactly. I really want to know, what you are all argueing about.
>
> You have memvisuals, and you have the subtarget, so where is the problem ?
> Except for the little problem, that you can't specifically allocate just
> one "offscreen area" if you have multiple frames.
These are the issues that have been raised:
1) The textures/sprites may have a different layout than the main memory
visual.
2) The visual structure needed for a memory target is too bulky --
you could have 100s or 1000s of textures.
3) There seems to be some desire to run a cache where textures
are moved in and out of VRAM autoatically.
4) There needs to be a way to request diffent types of ancillary
buffers e.g. Z buffer, space for two sprites, a BLT pattern area, and
an area for storing 5 3d textures.
#3 is not relevant to the GGI API; the others are.
--
P.C.M.C.I.A. stands for "Plastic Connectors May Crack If Adjusted"
-- me
--
Brian S. Julin
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