> >I searched the list archives, and this error usually has to do with
> >compressed bitmaps, but mine isn't. It can also be due to memory
> >corruption, I guess, but that's where I stumble.

  640x480 image.. nice and large.. the WinDrawBitmap() routines work
  well enough on all devices if you have a bitmap that is 160x160 
  or smaller (from my own personal experience).

  i draw images as large as 2432x1920 in my application in real time
  on the screen which is relatively fast (i dont see any difference
  with or without it), but i wrote my own custom algorithm for doing
  the BLIT. of course this does tend to be hardcoded for a particular
  depth of display, but it may be an option for you.

> >Why this should be fine in 3.3 but not 3.1?

  3.3 was a new release, and maybe the bug was fixed. however, dont be
  dependant on 3.3 or even 3.5 on either case. there are plenty of 2.0
  and 3.0 devices around (that are not upgradable) so you should not 
  cut them out by using only 3.3 stuff.

> Dave,
> is the allocation of the offscreen bitmap and window succeeding? I tracked some
> problems I had with using bitmaps in offscreen windows down to not 
> having enough memory to allocate
> the offscreen bitmap _and_ the window (admittedly, on an early Palm 
> with very little memory).
> - Paulo.

  3.3 did not make any "difference" with memory sizes on the same device.
  i believe 3.5 introduced the dynamic heap sizes (based on total ram)
  3.1 and 3.3 would both fail with the bitmap allocation if stored on
  the same device.

  be sure to also run you application against the debug roms.. you 
  will be surprised what you will find :P

az. 
--
Aaron Ardiri 
Java Certified Programmer      http://www.hig.se/~ardiri/
University-College i G�vle     mailto:[EMAIL PROTECTED]
SE 801 76 G�vle SWEDEN       
Tel: +46 26 64 87 38           Fax: +46 26 64 87 88
Mob: +46 70 656 1143           A/H: +46 8 668 78 72

if you enjoy it, then it aint work :) - rule #106 of life


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