Delays screen updating until DspDelayRenderEnd is called. This function should be used with DspDelayRenderEnd() to "sandwich" Cicode that will modify the appearance of a page. The code should be preceded by DspDelayRenderBegin(), and followed by DspDelayRenderEnd(). This will reduce screen update times, because the modifying code is given time to execute before the page is updated with the changes, and the changes are all made in a single re-draw.
Note: If you have not changed the [Page]DelayRenderAll parameter from its default (TRUE), then you do not need to use this function.
You can call this function as many times in a row as you like, as long as each is ended with a call to DspDelayRenderEnd.
Because your display will stop updating while the "sandwiched" code runs, you should try to make that code as efficient as possible. Do not call Sleep() or any other Cicode functions that will take a long time to run.
Do not call WinSelect within the "sandwiched" code. Do not call this function directly from the Kernel.
/* Begin delay so the following code can be executed before the images are re-drawn. */
DspBMP(50, "Image1.bmp", 0) ! Display the bitmap "Image1.bmp" at AN 50
DspBMP(100, "Image2.bmp", 0) ! Display the bitmap "Image2.bmp" at AN 100
DspBMP(150, "Image3.bmp", 0) ! Display the bitmap "Image3.bmp" at AN 150
DspBMP(200, "Image4.bmp", 0) ! Display the bitmap "Image4.bmp" at AN 200
DspBMP(250, "Image5.bmp", 0) ! Display the bitmap "Image5.bmp" at AN 250
/* End delay so the images can be re-drawn. */