[AD] Problem with screen shearing on MAC OS X |
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- To: alleg-developers@xxxxxxxxxx
- Subject: [AD] Problem with screen shearing on MAC OS X
- From: Runesabre <runesabre@xxxxxxxxxx>
- Date: Tue, 13 Dec 2005 21:13:57 -0800 (PST)
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Howdy,
I've chosen Allegro as my gaming library for a project
I am building and I must say that Allegro has been
quite a joy to work with. It works in a predictable
and robust fashion, the documentation is fabulous and
the feature set includes everything I need. Excellent
work!
I currently have my project working on Windows and
Linux. Its a 2D client using a typical double
buffering scheme (triple buffering if the hardware is
capable).
This weekend, I bought a Mac Mini and ported my
project to MAC OS X 10.4. The client works except
there is massive screen shearing.
The general flow of the client is as follows:
- Startup: allocate video bitmaps for double/triple
buffering and as well as allocate video bitmaps for
all art assets.
a. Each video bitmap representing the screen is
further subdivided into a UI portion and a game map
portion using create_sub_bitmap. The main graphics
loop blits using the sub-bitmap of the main video
bitmap that was allocated at startup.
- General Display Process:
a. blit art onto the current video bitmap not being
displayed.
b. issue a show_video_bitmap()
(request_video_bitmap if triple buffering but the MAC
I have doesn't appear to support it)
c. assemble next frame into next video bitmap
d. rinse and repeat.
I was really looking forward to having my project
running on Mac so its been somewhat of a bittersweet
occasion getting it to compile and execute but not in
a presentable fashion.
If there is anyone that could suggest something I
might be overlooking or quirks with Mac development
and Allegro, I would greatly appreciate it.
Thanks a lot!
Kirk Black
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