Path: utzoo!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!zaphod.mps.ohio-state.edu!rpi!uupsi!sunic!news.funet.fi!funic!santra!hila.hut.fi!jmunkki From: jmunkki@hila.hut.fi (Juri Munkki) Newsgroups: comp.sys.mac.programmer Subject: Re: Animation Message-ID: <1991Mar5.005155.5902@santra.uucp> Date: 5 Mar 91 00:51:55 GMT References: <12151@goofy.Apple.COM> <16145@reed.UUCP> <91058.111052CXT105@psuvm.psu.edu> <16178@reed.UUCP> Sender: news@santra.uucp (Cnews - USENET news system) Reply-To: jmunkki@hila.hut.fi (Juri Munkki) Organization: Helsinki University of Technology, FINLAND Lines: 25 In article <16178@reed.UUCP> chaffee@reed.UUCP (Alex Chaffee) writes: >Of course, if I'm wrong, you're right. :-) I guess the best thing to do is >look to see if SlotVInstall is an implemented trap before braching to the >slot-using code. All color quickdraw machines have SlotVInstall, so I just check for color quickdraw with SysEnvirons and then use the hasColorQD field to determine which routine I should use. Far all those who are interested in a real working example of synchronized animation with offscreen buffers and quickdraw, take a look at the sega glasses demo software (comes with source code) in vega.hut.fi. The files are in the pub/mac/finnish/sega3d directory and you don't need the glasses to run the software (it doesn't look nice without the glasses, but you can easily modify it to apply to any kind of animation). The source code is in Think C and contains a routine that installs a VBL task on any existing machine. It also allows you to play with drawing directly onto the screen or using quickdraw, so it's a good way to see the speed difference between quickdraw and optimized hand-written code. ____________________________________________________________________________ / Juri Munkki / Helsinki University of Technology / Wind / Project / / jmunkki@hut.fi / Computing Center Macintosh Support / Surf / STORM / ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~