#Mod-2 DBuf
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no, that was a lot of help. When I use create Window, and it opens it's own
Rastport, Can I then assign it rastPort to the Dbuf RastPort, and then
freeMem size of rastport, or would it be better to save the rastport, and
reassing it, and then close it when I close the window?
Also, I am having some trouble with FindImg, or actually the way to use it.
I had a Dbuf 320x200x5 window and could see the Bob's that I imported using
addimg, but the Vsprite's were not the correct shape. When I changed the
window to 640x400x3, still dbuf, I lost the bob, but got the sprite! The bob
was still there, because I could see the bob bouncing off of it, but could
not see it. Cute, but not what I wanted! I suspect it has something to do
with the colors, for the screen, teh sprite and the bob, and hwo they are all
different, but just can't seem to get it to work right.
The images are drawn with Aegis Image's low res, 320×640 I think, maybe
only 320×200(oops, first was 320×400). I have the high res version, but not
sure how that will work!
Also in the CollDemo in gels, on the demo disk, you have a procedure called
init, in which you set up color reg for the screen. In it you use LoadRGB4,
with the 3rd par as 32. I was under the impressin the that was not the number
of colors you loaded, but how many bit's you used to tell what color it was.
SO should that be 12? Or am I misuunderstanding what I read?
I read this on pg 34 of the RKM, lib's and dev's.