Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!uwm.edu!gem.mps.ohio-state.edu!apple!sun-barr!newstop!sun!pepper!cmcmanis From: cmcmanis%pepper@Sun.COM (Chuck McManis) Newsgroups: comp.sys.amiga.tech Subject: Re: Q2 - How to USE custom bit map Message-ID: <125506@sun.Eng.Sun.COM> Date: 29 Sep 89 04:53:18 GMT References: <1989Sep28.225653.20627@NCoast.ORG> Sender: news@sun.Eng.Sun.COM Reply-To: cmcmanis@sun.UUCP (Chuck McManis) Organization: Sun Microsystems, Mountain View Lines: 31 In article <1989Sep28.225653.20627@NCoast.ORG> (David Wright) writes: > But now it appears I have another question: How do I USE the >data that I have converted??? I now have several structs, one with >the actual bits, one with the color map. How do I put them into a >screen. In the CUstomBitMap field? Do we have to tell you everything ? :-) In truth the learning curve on the Amiga is fairly steep and getting to that "ah-hah!" point can be agonizingly slow. Some general guidelines : What the screen looks like (depth, resolution, etc) is controlled by the "View." The contents of the screen are controlled by the "BitMap." Intutition puts them all together in the "Screen." So check out the OpenScreen command and in particular the NewScreen structure. When you build a custom screen you can attach to it a BitMap (if you want) and what ever is in it becomes part of the display. Also check out the graphics routines like BltBitMapRastPort() which will take a pointers to a bitmap and a pointer to a RastPort (Available in the Screen or Window structure) and copy the data into that window. Also read Rob Pecks book, Programmers Guide to the Amiga since it explains all this in more detail. --Chuck McManis uucp: {anywhere}!sun!cmcmanis BIX: cmcmanis ARPAnet: cmcmanis@sun.com These opinions are my own and no one elses, but you knew that didn't you. "If I were driving a Macintosh, I'd have to stop before I could turn the wheel."