Path: utzoo!utgpu!news-server.csri.toronto.edu!mailrus!cs.utexas.edu!swrinde!zaphod.mps.ohio-state.edu!usc!sdsu!crash!pro-gsplus.cts.com!rhood From: rhood@pro-gsplus.cts.com (Robert Hood) Newsgroups: comp.sys.apple2 Subject: Re: C compiler, question on Apple II graphics Message-ID: <2008@crash.cts.com> Date: 29 Mar 90 16:17:12 GMT Sender: root@crash.cts.com Lines: 31 In-Reply-To: message from ross@apollo.HP.COM 1. I'd like to see an ANSI C compiler for the Apple 8-bits! I'm tired of hearing how great C is and not being able to use it! 2. One way of doing animation on an Apple is by using shape tables and DRAW/XDRAW to erase a shape from one place and redraw it elsewhere. This normally results in a lot of flickering - not to mention crude shapes. Another way is to use bitmapped shapes. These are shapes formatted in such a form that they can be stored directly on the Apple screen (as opposed to vector shapes, where the shapes are drawn by following the vectors). Finally, there's a method that grew out of bitmapped shapes: overlays. These overlays differ from bitmapped shapes only in that they aren't "shapes" as much as they are picture fragments. A way to see the difference is to imagine a stick figure raising its arm. With typical shapes, you could have a shape of the whole figure defined in all the intermediate phases. You erase the old shape and draw the next in the sequence until you get to the end. Very bad flicker. The next best way would be to define just the moving part as a shape and operate as before. Better, but still leaves a lot to be desired. Thirdly, you could take an area of the screen and see what it would look like in each intermediate phase. You "capture" that area into a "shape" and just put it on top of the old image. That's even better. Of course, it's slow if the area is large. Hence, you want to diminish the area of the animation as far as possible. Maybe that helps, I don't know much more. Robert Hood - programmer ProLine address: pro-gsplus!rhood