I mentioned before that currently my main graphics development
experience is with Palms featuring Epson graphics, which have a
separate, 80K hardware screen SRAM buffer.
But I just looked into the basic Dragonball Palms and it APPEARS (i.e. I
haven't tested this yet) that they access memory directly via DMA and
(with some basic page restrictions) you can point the gray Palm screen
to read from anywhere in RAM.
Pointing the screen anywhere in memory isn't an official Palm API
either, but it does mean that legal screen access is a moot issue,
because you can bring the screen to you. :)
I just wanted to mention this because I think this may be why other
readers didn't understand why I felt it necessary to copy my screen
buffer to the "screen." It looks very much like with gray Palms you
don't need to.
Enjoy!
- Jeff
P.S. -> One other thing I need to clear up. In all my past emails, my
references to "gray scale mode" referred to 16-shade, 4-bit gray scale
mode. I realized too late that most of the replies I got were actually
referring to 2-bit mode as the "gray-scale" mode - an oversight on my
part.
So I will revert to my original impression, which was that in OS 3.1
there were no official Palm graphics routines that could work in
16-shade mode. So when you switch into 16-shade mode, you are forced to
either roll all your own routines (for example, printing text), or for
some graphics, you can use Palm routines if you do tricks and cludges to
get 4-bit results.
--
For information on using the Palm Developer Forums, or to unsubscribe, please see
http://www.palmos.com/dev/tech/support/forums/