Xref: utzoo comp.sys.amiga.tech:4038 comp.sys.amiga:30287 Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!purdue!decwrl!sun!pitstop!sundc!seismo!uunet!dg!bosch From: bosch@dg.dg.com (Derek Bosch) Newsgroups: comp.sys.amiga.tech,comp.sys.amiga Subject: Re: Fast 2-D Scrolling Method Needed Message-ID: <113@dg.dg.com> Date: 6 Mar 89 20:52:58 GMT References: <112@dg.dg.com> <10871@well.UUCP> Reply-To: bosch@dg.UUCP (Derek Bosch) Organization: Data General, Westboro, MA. Lines: 19 In article <10871@well.UUCP> ewhac@well.UUCP (Leo 'Bols Ewhac' Schwab) writes: > Well, you could try using 'tiles'. That is, divide the virtual >screen up into X by Y cells, each of which are a fixed size. When you have >your cells, you can represent your virtual screen as an array of bytes/words >arranged as X by Y. Each element in the array serves as an index into the >array of cells you have created. Thus, you can assemble your entire screen by >blitting smaller cells into it. Tiles sound like the way to go. Which way is faster though? 1) Create a new bitmap by scrolling portions of the screen that stay on the screen, and blitting in only the new portions of the screen. 2) Create a totally new bitmap by blitting in each cell, each time you update the screen. It seems that at first glance that 1) would be faster, but I don't know. Anyone out there know for sure? 'tanks a lot! -db-