At 05:48 PM 2/8/01 -0800, you wrote:
>
        Hello Steve!

>That should work fine. Depending on the # of changes per second and 
>the size of the bitmaps, you might even be able to fetch them 
>individually, each time you want to draw them, from a bitmap resource 
>and not even keep anything around. That certainly works for things 
>like animated icons (four 25 x 25 pixel bitmap fetches and displays 
>per second).
>
        Thanks for the reply =) 

        The idea is like this:  one of the bitmaps is always constant, like a
background.  Over it the animation takes place, swapping 5 30x68 bitmaps
over it.  My guess is that ideally the 5 bitmaps will be swapped on the
offscreen region in about a second, so I wonder if that is slow enough to
fetch them from a resource and then draw to the offscreen region, and then
dump that to the screen.  I guess the question here is what I should
sacrifice:  memory or cpu. 

        Since we are talking about bitmaps, here is another question:  Would it be
better if I, say, make the bitmap dimensions a multiple of 8?  In the early
Macs (I did my coding in a Mac Portable, while everybody had a least a Mac
ci ;), that allows animations to flow better and without flicker.  That had
to do with the processor (68K) and the OS being 32bit or something like
that.  How about the Palm?  I understand that perhaps this will not affect
my needs that much, but I am really curious. =)



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