On Tue, 28 May 2002, Idries Hamadi wrote:
> Questions:

  if i gave you answers to these questions - we would be giving up all
  our tricks now wouldn't we? :) this is not something we probably want
  to disclose publically :)

> 1 - Do you restrict the dimentions of your source bitmaps to be multiples
>     of 4 so that every row is byte aligned?

  how would that help? :) think about it, consider your source/destination
  windows and re-evaluate the speed improvements/advantages :)

> 2 - Do you support transparency? If so do you use a mask or a color key from
> the bitmap header for this? I can't really see artists using a color key if
> it's 1 of only 4 shades of grey, and the last thing that I want to do is
> double my image size just to add a color key.

  transparency inside a bitmap = horrid. use masks and bitmaps :) plenty
  of sample code out there to do this.

> 3 - Are the framerates you quote with double buffering on?

  yes. our source window is 640x128 and we blit to 160x128 LCD area

> 4 - What framerates do you get on the Palm III?

  depends on the number of sprites :) download Lemmings.. try it for
  yourself on a IIIc and see if you are happy with the framerate :)

> 5 - Is there any point in implementing a partial redraw event mechanism.
> Redrawing only parts of the screen that need to be redrawn instead of whole
> frames every tick? On PC I've never done this because most of the screen
> changes every tick and writing to the screen is fairly cheap, but I can see
> it might be worthwhile on Palm.

  check classic game programming guides from the late 80's and early 90's
  :) but seriously, blitting a whole screen doesn't take that much time :)
  in deity 3D, we do complete screen updates every frame and you can run
  nicely around - most of the work is with the raycasting engine :)

// az
[EMAIL PROTECTED]
http://www.ardiri.com/


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