In dual-playfield mode, you have two separately controllable playfields. You specify dual-playfield mode in 1.3 by setting the dualpf bit in the viewport.modes field. in release 2, you specify dual-playfield by using any ModeID that includes DPF in its name as listed in <graphics/displayinfo.h>. In dual-playfield mode, you always define two rasinfo data structures. Each of these structures defines one of the playfields. There are five different ways you can configure a dual-playfield display, because there are five different distributions of the bitplanes which the system hardware allows. Table 27-6: Bitplane Assignment in Dual-playfield Mode Number of Playfield 1 Playfield 2 Bitplanes Depth Depth --------- ----- ----- 2 1 1 3 2 1 4 2 2 5 3 2 6 3 3 Under 1.3 if pfba is set in the viewport.modes field, or, under release 2, if the ModeID includes DPF2 in its name, then the playfield priorities are swapped and playfield 2 will be displayed in front of playfield 1. In this way, you can get more bitplanes in the background playfield than you have in the foreground playfield. The playfield priority affects only one viewport at a time. if you have multiple viewports with dual-playfields, the playfield priority is set for each one individually. Here's a summary of the steps you need to take to create a dual-playfield display: * Allocate one view structure and one viewport structure. * Allocate two bitmap structures. allocate two rasinfo structures (linked together), each pointing to a separate BitMap. The two RasInfo structures are linked together as follows: struct RasInfo playfield1, playfield2; playfield1.Next = &playfield2; playfield2.Next = NULL; * Initialize each bitmap structure to describe one playfield, using one of the permissible bitplane distributions shown in the above table and allocate memory for the bitplanes themselves. Note that BitMap 1 and BitMap 2 need not be the same width and height. * Initialize the viewport structure. in 1.3, specify dual-playfield mode by setting the dualpf bit (and pfba, if appropriate) in the viewport.modes field. under release 2, specify dual-playfield mode by selecting a ModeID that includes DPF (or DPF2) in its name as listed in <graphics/displayinfo.h>. set the viewport.rasinfo field to the address of the playfield 1 rasinfo. * Set up the colormap information * Call makevport(), mrgcop() and loadview() to display the newly created viewport. For display purposes, each of the two bitmaps is assigned to a separate viewport. to draw separately into the bitmaps, you must also assign these BitMaps to two separate rastports. the section called "initializing a rastport structure" shows you how to use a rastport data structure to control your drawing routines.