Path: chuka.playstation.co.uk!news From: Ivo Wubbels Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Speed of ClearImage & MoveImage Date: Thu, 12 Feb 1998 21:27:45 +0100 Organization: Engine Software Lines: 32 Message-ID: <34E35B41.4211@worldaccess.nl> References: <34DA30A9.1AE@manc.u-net.com> <34DB2739.6DBFCB37@ndirect.co.uk> <34E1E991.7392@manc.u-net.com> Reply-To: wubbels@worldaccess.nl NNTP-Posting-Host: sht3-8.worldaccess.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01C (Win95; U) To: James Shaughnessy James Shaughnessy wrote: > > Alex Herbert wrote: > > Just a thought... > > Isn't it quicker to use a single pixel sprite or line? > > Yes indeed it is the way forward. I was originally not using > any GsSprites or ordering tables because I thought the GPU > automatically cleared the drawing area when rendering the sprites, > but recently found out that that's what GsSortClear does (DOH!), so I > just removed that, defined Clip2D as my virtual screen and VOILA, > LOADSABULLETS. Well, I am new to all this you see (had it 6 weeks)... > Also I was thinking that when using double buffering there is an > inevitable 2-frame lag of what you input and what you see, so there's > one reason for using a virtual screen (only 1 frame behind). > Anyhoo, my virtual screen is 640x512x16bit so it can't be > double-buffered anyway... etc etc. (just thinking aloud amigos..) > > Jim > -- > ----------------------------------------- > James Shaughnessy james@manc.u-net.com > http://www.netyaroze-europe.com/~shaughnj > ----------------------------------------- Maybe another solution: keep a 320x240 buffer in memory and copy it each vblank to the framebuffer. I do not know if it's fast enough, but it seems the best solution to me. In this case putting a pixel is just filling an entry in an array: hyper fast! Greets Ivo