> ------------------------------
> You're welcome. How much significant ?
> ------------------------------

Using MemMove (just to copy the screen buffer to the screen) I'm at 43fps,
using FastBlit (with a couple of my own tweaks :) we're at 51fps. That's
significant enough for me. This is on an m100 btw - my colour palm is still
not here :(

> ------------------------------
> There are some devices (Sony for example) whose screen resolution is
> 320x320.
> ------------------------------

Is WinGetDisplayExtent the best way to detect this then? If I get a ROM for
POSE of a Sony device will it display this behaviour?

> ------------------------------
> As Aaron said the OS itself is slower if you call 
> SysHandleEvent too often.
> Did you try calling EvtEventAvail and skip SysHandleEvent if 
> none available
> or are you calling EvtGetEvent with a (short) timeout value and always
> calling SysHandleEvent ?
> ------------------------------

I am calling EvtEventAvail with a 0 timeout. I'll take a look at
EvtEventAvail.

I was getting the screen pointer each frame. The was what the demo that I
first based my code on did, so I assumed that I had to (c'mon, it's not
*that* unlikely). Changing this has (obviously) given me significant gains.
I've also done some custom asm blitters, as suggested and now I'm at 51fps,
which is plenty for me. Thanx for all your help guys. 

One more problem that I am having, is accessing bitmap data on pre OS 3.5.
On 3.5 I can use BmpGetBits (and I was never doing that every frame :) and
on pre 3.5 I am using just incrementing my BitmapPtr by sizeof(BitmapType)
because the documentation says that the bitmap data is stored just after the
BitmapType struct. My bitmaps do not have colour tables, but getting a
pointer via this method just gives me garbage, anyone know where I'm going
wrong?

        u1* dataPtr;
        BitmapPtr bmPtr;

        dataPtr = (u1*)(bmPtr + sizeof(BitmapType));

Cheers again,
        Idries



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