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- To: alleg-developers@xxxxxxxxxx
- Subject: Re: [AD] Program hangs
- From: Chris <chris.kcat@xxxxxxxxxx>
- Date: Tue, 13 Sep 2005 15:37:36 -0700
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On Tuesday 13 September 2005 07:35 am, Elias Pschernig wrote:
+ Acquires the specified video memory bitmap prior to drawing onto it. You
do
+ never need to call this function, it is very low level, and only will give
+ you a speed up if you know what you are doing. Using it wrongly, you may
slow
+ down your program, or do worse things.
This sounds a bit odd. It would probably be better rewritten to say:
"Acquires the specified video memory bitmap prior to drawing onto it. You
never need to call the function explicitly as it is low level, and will only
give you a speed up if you know what you are doing. Using it wrongly may
cause slowdown, or even lock up your program."
Note that if you are using hardware accelerated VRAM->VRAM blits, you
should
- not call acquire_bitmap().
+ not call acquire_bitmap() under DirectDraw.
I don't understand this change. AFAIK, no accelerated VRAM->VRAM blit should
have the bitmap acquired, DirectDraw or not. I think it's just that
DirectDraw is the only driver that properly implements that accelerated
function, but that could change.
+ An example *how it is used wrong*:
Would probably read better: "An example of *how it is used wrong*:", and I
think this example is a bit confusing. That would only be wrong if the sprite
was a video bitmap, which isn't implied anywhere.