35 lines
1.9 KiB
HTML
35 lines
1.9 KiB
HTML
<!-- This page was created with the RAD auto-doc generator. -->
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<!doctype html public "-//w3c//dtd html 3.2 final//en">
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<html>
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<title>Pros and Cons of GWorld Blitting under MacOS</title>
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<i> <a href="index.html" class=trn>Bink SDK 1.5v</a></i>
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</table>
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<h1>Pros and Cons of GWorld Blitting under MacOS</h1>
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<h4>Discussion</h4>
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<p><b>GWorld blitting is good, because:</b> 1) It is the most compatible way of getting pixels onto the screen. They will always work. 2) GWorlds can perform clipping during blitting. 3) GWorlds can be scaled to any resolution - not just 2x (this is usually slow, though). <br> <b>GWorld blitting is bad, because:</b> 1) GWorlds are slow! Even if CopyBits was perfect (which it ain't), there still is an extra frame buffer blit compared to direct-to-screen. 3) GWorlds use more memory. Again, because there is an extra frame buffer, they require more memory than direct-to-screen. </p>
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<p><a href="Simplifying MacOS Blrzu5pt.html">Next Topic (Simplifying MacOS Blitting with BinkBuffers)</a> </p><p><a href="Pros and Cons of Dire7y86m.html">Previous Topic (Pros and Cons of Direct to Screen Blitting under MacOS)</a> </p><p>
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<br>
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<b>Group:</b>
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<a href="The MacOS Platform.html">The MacOS Platform</a></p>
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<p align=center>
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<a href="mailto:Bink1@radgametools.com">For technical support, e-mail Bink1@radgametools.com</a>
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<br>
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<a href="http://www.radgametools.com/bnkmain.htm?from=help1.5v">© Copyright 1994-2003 RAD Game Tools, Inc. All Rights Reserved.</a>
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