Path: utzoo!mnetor!uunet!lll-winken!lll-lcc!lll-tis!ames!ucsd!sdcc6!sdcc8!cs178abu From: cs178abu@sdcc8.ucsd.EDU (John Schultz) Newsgroups: comp.sys.amiga Subject: Re: Looking for help with Gels Animation. Message-ID: <798@sdcc8.ucsd.EDU> Date: 24 Feb 88 20:26:50 GMT References: <5074@pyr.gatech.EDU> Reply-To: cs178abu@sdcc8.ucsd.edu.UUCP (John Schultz) Organization: University of California, San Diego Lines: 21 I screwed around with the gel routines for a while and found them to be unacceptably slow. Furthermore, I didn't have enough control over those routines to use for fast animation in bizarre view setups. Although the initial startup time is longer, you're better off creating your own simple animation routines custom tailored to your application. (In my case, generic animation routines for my video game development system). The basic routines you'll have to learn are: BltBitMap() (or Blt(Mask)BitMapRastPort()). You can do simple clipping in a few lines of code or attach a cliprect to your rastport (much slower). Also, BltMaskBitMapRastPort() is much slower than the other two blit functions. If your are blitting many rectangles, the fastest way to clear the screen is using BltClear() (SetRast is slower). If you have a background you must preserve, you must revert to backup-restore-draw techniques (But there is at least one other technique you can use on the amiga that is much faster). Again, it is harder to implement at first, but the rewards are much greater. And when something hoses up, you know it's your fault, not the system's. John