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Re: ANIMATION AND SCANLINES



stc7@cunixb.cc.columbia.edu (Steven T Chiang) writes:

>Basically, if the upper corner of your sprite is at line 30, you could
>monitor the beam until it reaches line 30 and start drawing at that
>point.  By doing this, you gain about 170 * amt of time to scan one
>line worth of time.

Unless you hate ZipGS's, DO NOT do this. Wait until the _last_ line of your
sprite to begin drawing. Faster Zips can catch up to the beam easily, and
the quickdraw cursor used this method with scan line interrupts and it
flickered really badly. That is why my ZipTalk/ZipFix inits have the
QDStartUp patch to do a SetIntUse(0) automatically, and also why Apple added
a BRAM bit to control the default setting of SetIntUse().

Todd Whitesel
toddpw @ cco.caltech.edu