Xref: utzoo comp.sys.amiga:74893 comp.sys.amiga.tech:17145 comp.sys.amiga.hardware:5196 Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!zaphod.mps.ohio-state.edu!lavaca.uh.edu!menudo.uh.edu!sugar!peter From: peter@sugar.hackercorp.com (Peter da Silva) Newsgroups: comp.sys.amiga,comp.sys.amiga.tech,comp.sys.amiga.hardware Subject: Re: Retargetable graphics. Temporary Stop-gaps. Keywords: rtg,iff,24bit,video hardware Message-ID: <7337@sugar.hackercorp.com> Date: 20 Dec 90 13:51:14 GMT References: <12437@life.ai.mit.edu> <16612@cbmvax.commodore.com> <7307@sugar.hackercorp.com> <1990Dec19.175634.19203@mintaka.lcs.mit.edu> Reply-To: peter@sugar.hackercorp.com (Peter da Silva) Organization: Sugar Land Unix - Houston Lines: 17 In article <1990Dec19.175634.19203@mintaka.lcs.mit.edu> rjc@wookumz.ai.mit.edu (Ray Cromwell) writes: > The sad fact of it is, dragable screens, viewports, super bitmap screens, > sprites aren't availible on most framebuffers. How much of this is needed to extend the workbench screen, the way a multiheaded Mac or Sun does it? You don't need draggable screens, for certain. Nor superbitmap screens. And you could probably get away without having a sprite for the mouse. > To get around this it may take a year of programming and bug testing > to emulate this kind of stuff. Probably, but you can design *towards* that goal by using the graphics.library as a model as far as you can go. -- Peter da Silva. `-_-' .