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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