Path: utzoo!utgpu!water!watmath!clyde!bellcore!faline!thumper!ulysses!mhuxo!mhuxt!mhuxi!mhuxh!mhuxu!att!pacbell!ames!oliveb!sun!pepper!cmcmanis From: cmcmanis%pepper@Sun.COM (Chuck McManis) Newsgroups: comp.sys.amiga.tech Subject: Re: bitmaps with intuition... Message-ID: <56628@sun.uucp> Date: 15 Jun 88 16:59:11 GMT References: <4370@gryphon.CTS.COM> <3170@charon.unm.edu> <56215@sun.uucp> <6261@well.UUCP> Sender: news@sun.uucp Reply-To: cmcmanis@sun.UUCP (Chuck McManis) Organization: Sun Microsystems, Mountain View Lines: 53 In article <6261@well.UUCP> (Leo 'Bols Ewhac' Schwab) writes: ->In article <56215@sun.uucp> cmcmanis@sun.UUCP (Chuck McManis) writes: ->>[ Chuck McManis attempts to help. ] -> -> Hans specifically said 'window'. Chuck's dissertation is correct ->for screens and BitMap structures. However, a window is a superset of a ->layer, and layers can be anywhere on the screen. Layers can also be ->obscured. There is severe voodoo involved in figuring out what the status ->of a window's position and visibility is. For an example of what you're ->looking at, check out 'DropShadow'. Well clearly the workaround is to call WindowToFront, wait for it, then LockIBase and play with the bitmap pointers :-). > What precisely are you trying to accomplish? >Leo L. Schwab -- The Guy in The Cape ihnp4!pacbell -\ The best part of his response was the ultimate question. But then Berry chimes in with : In article <211@hor-res.UUCP> berry@hor-res.UUCP (No comment) writes: >Given: a 320x200 screen by 3 planes deep. >Ok now, for each plane in memory there are 320 bits by 200 bits or >64,000 bits. In bytes that is 8,000. For three planes that's 24,000. ... This part is correct. > ...you would start at bitmap[0] combine it with the pixel 8,000 bytes > away at bitmap[8000] and then finally with bitmap[16000]. This would > get you the Value of the color register that will be displayed as the > pixel color when the Amiga displays this pixel. Whew, a mouthfull > that was. >-Steve Berry- ...!bunny!hor-res!berry This part is terribly flawed. Allocation of bitmap memory goes something like : for (i=0; i