Xref: utzoo comp.sys.amiga.tech:4072 comp.sys.amiga:30408 Path: utzoo!utgpu!utstat!jarvis.csri.toronto.edu!mailrus!csd4.milw.wisc.edu!bbn!apple!well!ewhac From: ewhac@well.UUCP (Leo 'Bols Ewhac' Schwab) Newsgroups: comp.sys.amiga.tech,comp.sys.amiga Subject: Re: Fast 2-D Scrolling Method Needed Message-ID: <10921@well.UUCP> Date: 9 Mar 89 09:22:15 GMT References: <112@dg.dg.com> <10871@well.UUCP> <113@dg.dg.com> Reply-To: ewhac@well.UUCP (Leo 'Bols Ewhac' Schwab) Organization: Surf Nazis Must Die! Lines: 19 Quote: "Logic is wreath of pretty flowers, which smell *bad*." -- Spock In article <113@dg.dg.com> bosch@dg.UUCP (Derek Bosch) writes: >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. > If you're doing hardware scrolling, #1 is the winning method. If, however, you're scrolling the image in a "window", and you're not faking it with dual playfield, then it's a toss-up. A nice rule of thumb is to try to draw a given pixel as few times as possible. Computations and hardware scrolling are cheap. Drawing bits is the expensive part, so the fewer times you draw bits, the better. _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ Leo L. Schwab -- The Guy in The Cape INET: well!ewhac@ucbvax.Berkeley.EDU \_ -_ Recumbent Bikes: UUCP: pacbell > !{well,unicom}!ewhac O----^o The Only Way To Fly. hplabs / (pronounced "AE-wack") "Work FOR? I don't work FOR anybody! I'm just having fun." -- The Doctor