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/ -- For information on using the Palm Developer Forums, or to unsubscribe, please see http://www.palmos.com/dev/support/forums/
