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Author Topic: ViewPort structure help  (Read 3453 times)

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Offline SamuraiCrowTopic starter

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ViewPort structure help
« on: September 13, 2011, 06:28:31 PM »
Hello people,

I'm trying to rewrite the code from Scrolling Trick to make a shared library of the XYLimited algorithm.  I have permission from the author to use the algorithms however I choose.

I want it to be as reentrant and reusable as any other shared library.  That means being able to have multiple viewports each with either a tilemap running in them or a bitmap running in them.

I'm not really very familiar with how the RethinkDisplay() function works other than it uses MrgCop() to merge the Copper lists and write them to Chip memory.  Can anyone grant some insight on how the ViewPort structure works and is updated by the OS?

I'd appreciate any recommendations other than banging the hardware mercilessly like the original code did.  This will be chipset specific to the Amiga ECS and AGA systems.  (I'll do another one later for using Mesa with RTG cards.)  The idea is to encapsulate the hardware banging routines in the way that the OS tried to do (in shared libraries) so that the application code doesn't have to be muddied by incompatible hardware banging.
 

Offline SamuraiCrowTopic starter

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Re: ViewPort structure help
« Reply #1 on: September 16, 2011, 03:23:40 AM »
:bump: