Path: utzoo!mnetor!uunet!husc6!bbn!mit-eddie!ll-xn!ames!pasteur!agate!eris!doug From: doug@eris (Doug Merritt) Newsgroups: comp.sys.amiga.tech Subject: Re: Fixing flicker, & future frame rate issues Message-ID: <8889@agate.BERKELEY.EDU> Date: 18 Apr 88 20:29:31 GMT References: <11157@ut-sally.UUCP> <8528@agate.BERKELEY.EDU> <11182@ut-sally.UUCP> <8557@agate.BERKELEY.EDU> <5735@well.UUCP> Sender: usenet@agate.BERKELEY.EDU Reply-To: doug@eris.UUCP (Doug Merritt) Organization: University of California, Berkeley Lines: 29 Keywords: Fixin' a flick In article <5735@well.UUCP> aleks@well.UUCP (Brian J. Witt) writes: >In article <8557@agate.BERKELEY.EDU> doug@eris.UUCP (Doug Merritt) writes: >> Presumably you could >>do this by sending the display a set of simultaneous differential >>equations which it would then display as continuous curves/surfaces. > > I know it's not the thread, but the thread is enjoyable! > It's a lot better than programming language wars =(:-|). Thanks! > BTW: if you animate 30 frames/second, what keeps you from changing > the image on the other-every frame the fF does grab. You could conceivably write software especially for the purpose of hiding this design problem with fF. I doubt this would be desirable... since fF always combines adjacent fields, it's hard to think of a nice way to work around this that is any better than either a vanilla fF effect, or than a vanilla interlace with no fF. In other words, you'd have to sacrifice *something*, whether it's the effective frame rate, or slowing down object motion considerably, etc. But in any case, there's nothing to be done about the problems it will have with *existing* software. Caveat emptor. Doug Merritt doug@mica.berkeley.edu (ucbvax!mica!doug) or ucbvax!unisoft!certes!doug