Just some Questions and Suggestions

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No. It's more a case of innacurate floating point operations. Since floating point numbers are stored in a finite ammount of memory (32 or 64 bit, depending on accuracy) most floating point numbers can never be represented entirely accurately. They are however accurate enough for most non sub-molecular research tasks.


Well so what's up when i do have more float calculations and then after some calcs do a test like:

if var=.222 then blabla

Better to check for >= and <= then?

Build a list of objects, and store the old "trail" position in it. The "CircleMania" example does this.


Hmmm maybe the word trail was misleading. What i meant was something like a point which is drawing walls of a labyrinth for instance. When there's no swapping buffer than i only would have to draw the new position and woops there is the labyrinth.

I dunno this example. I will try to search for it. But you bring me the idea that i just have to remember the last coordinate which i've drawn to the other screen and redraw it there and the other way around....

Or i could do a double flip if i'm not after fps. With which i mean drawin the same thing twice. That's nonsense well :O)

By the way does anyone know if triple buffering is used anymore (not with blitz) or ist the benefit just to small compared to the memory usage?

No from fps


:O) Yes it does but it depends on the code which has to be run and if it's delta organized or not.

No from frontbuffer


Depends on what has to be drawn. It would be the easiest solution for easy drawings which are done fast. It looks worse for things where you will have to do more things. Depending on the position of the rasterbeam.


Greetings,

taumel