[comp.sys.amiga.tech] double buffered screens

brett@sylvester (Brett S Bourbin) (11/15/88)

	I want to create a double-buffered screen that will have sprites on
it also.  Now, the RKM says that you HAVE to place the V_SPRITES in the View
and ViewPort Modes offset BEFORE you call _LVOMakeView.  I have seen a few
demos where they NEVER put anything but a NULL in the Modes offset and use
the _LVOGetSprite and _LVOChangeSprite and _LVOMoveSprite calls.  These demos
DID have sprites on them.

	Back to the double-buffered question; I know that there has to be a
Copper list created for the sprites in the ViewPort before they are displayed.
So, I create my first View, specifying the V_SPRITES in the Modes, then I do
the same thing to make another View.  Now, when I want to create the sprites,
I must specify a ViewPort, which will be one of the two displays, hence only
creating a sprite on one of the displays.  When I want to switch screens, the
sprites will disappear.

	Can I create a sprite Copper list, WITH THE SYSTEM SOFTWARE, that
both of my Views will use of.  When I change the displays, I don't want to
have to redraw the sprites, if nothing changes.  In the ViewPort structure,
there is the Sprite Copper list structure; Could I create the first display
and then copy that structure address to the second display ViewPort?  Also,
what does using a zero for the ViewPort do when changing and moving sprites?
The RKM says that it will react on the current View?

	I just wish that this stuff (double-buffering) was better defined in
the manuals, or that Copper programming was supported by the software.  I 
could, in about 10 minutes, write a Copper program that would allow me to
change the bitplane addresses, color registers and the sprite structure 
addresses, but would not be "going by the rules" and using the system 
software.

	Well, thanks for any information that you can pass on about double
buffering.


- Brett 
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