Path: utzoo!utgpu!water!watmath!clyde!att!mtunx!att!ihnp4!cbmvax!carolyn From: carolyn@cbmvax.UUCP (Carolyn Scheppner CATS) Newsgroups: comp.sys.amiga.tech Subject: Re: Custom Bit Maps & Intuition Message-ID: <3977@cbmvax.UUCP> Date: 9 Jun 88 01:43:30 GMT References: <10628@agate.BERKELEY.EDU> <1723@puff.cs.wisc.edu> Reply-To: carolyn@cbmvax.UUCP (Carolyn Scheppner CATS) Organization: Commodore Technology, West Chester, PA Lines: 27 In article <1723@puff.cs.wisc.edu> avery@puff.WISC.EDU (Aaron Avery) writes: >In article <10628@agate.BERKELEY.EDU> pete@violet.berkeley.edu (Pete Goodeve) writes: >>I can, of course, open a window over the whole screen to put my bitmap in, >>but then the screen is going to get its own bitmap too at the moment it's >>created, which is a lot of wasted space if it's high-res/four-plane, say. > >You can do this anyway. Use your CUSTOMBITMAP example, then open the window >on top of it as a SUPER_BITMAP window, pointing them both at the same BitMap. >The best window to open, as Carolyn mentioned, is a BORDERLESS, BACKDROP >window, but be sure to call ShowTitle() to get that pesky title bar behind your >window. I remember some problems with this, but I think that was only if I >tried to render into it. I hope it helps. I think BORDERLESS is still incompatible with SUPER_BITMAP since it is documented that SUPER_BITMAP must be GIMME_ZERO_ZERO. But as I proved to somebody else today, there is almost no overhead for adding a normal BACKDROP|BORDERLESS window to a CUSTOM screen. It does not require separate bitplanes. -- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Carolyn Scheppner -- CATS >>Commodore Amiga Technical Support<< UUCP ...{allegra,ihnp4,rutgers}!cbmvax!carolyn PHONE 215-431-9180 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=