Xref: utzoo comp.sys.amiga.tech:4155 comp.sys.amiga:30666 Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!ames!lll-winken!lll-lcc!pyramid!cbmvax!jesup From: jesup@cbmvax.UUCP (Randell Jesup) Newsgroups: comp.sys.amiga.tech,comp.sys.amiga Subject: Re: Fast 2-D Scrolling Method Needed (kinda long) Keywords: vague ideas Message-ID: <6282@cbmvax.UUCP> Date: 15 Mar 89 04:23:18 GMT References: <112@dg.dg.com> <10871@well.UUCP> <113@dg.dg.com> <10921@well.UUCP> <736@cord.UUCP> Reply-To: jesup@cbmvax.UUCP (Randell Jesup) Distribution: na Organization: Commodore Technology, West Chester, PA Lines: 17 In article <736@cord.UUCP> nsw@cord.UUCP (Neil Weinstock) writes: > Question #1: Can the copper reload just the bitplane pointers > quickly enough to avoid blank scan lines between slices? If not, > then we're hosed. I dunno. Try it. It may depend on bitplanes/resolution. >So, the end result is that you have created a circular queue of display slices >which allows the display memory to be run like a treadmill. The height of each >slice would determine how long you have to create the off-screen slice, but >also how much you have to create. Optimal size would depend on the >application. Sounds neat. -- Randell Jesup, Commodore Engineering {uunet|rutgers|allegra}!cbmvax!jesup