Thanks for the tip. I looked at the source code and it looks like you are 
using C functions for particular situations such as X coordinate a multiple 
of 2, etc. But for the arbitrary case where these specific conditions are 
not satisfied, you resort to using the PalmOS functions. Is this the case or 
am I missing something?
Is it true that in the arbitrary case (no special conditions satisfied by 
the sprite bitmaps) there is no faster way to draw than the PalmOS methods?
Another approach might be for me to only redraw a portion of the screen. 
Suppose I have an image in my offscreen drawing window, where this image is 
just a frame of may game that I want to blast to the screen say 10 times a 
second. Suppose that I can identify say 6 non-overlapping rectangles within 
that image that need to be redrawn. The sprite and background bitmaps needed 
to redraw the screen are available in global memory (or in my class members, 
whatever). My question is: if I were to just set 6 clipping rectangles 
within the my image and rebuild the portions of the image within those 6 
clipping rectangles, would that be faster than redrawing? I know that in 
J2ME, the drawing is not faster because the entire image is still handled 
even though it is actually drawn only inside the clipping rectangle. But, on 
PalmOS if it is possible to set a clipping region and rebuild the image 
within the clipping regiond and do this much faster than redrawing the 
entire image, then that is an approach I would like to use. Any comments?
Marc
[EMAIL PROTECTED]


>From: Tilo Christ <[EMAIL PROTECTED]>
>Reply-To: "Palm Developer Forum" <[EMAIL PROTECTED]>
>To: "Palm Developer Forum" <[EMAIL PROTECTED]>
>Subject: Re: faster drawing in 4bit mode?
>Date: Sun, 29 Sep 2002 15:27:30 +0100
>
>Hi!
>
>>Is there any way to draw faster in 4 bit mode? Anyone out there have any 
>>super fast low level drawing methods that I can use to augment or replace 
>>WinDrawBitmap?
>You might want to download the source code to Argon V at 
>http://www.harbaum.org/till/palm/argonv/index.html
>This is a game that is specially made for 4bpp.
>
>You might also want to look at the Razor! gaming engine at 
>http://www.tilo-christ.de/razor
>4bpp routines in Razor! are faster than the OS, but not completely 
>replacing it yet.
>
>Cheers,
>Tilo
>
>
>--
>For information on using the Palm Developer Forums, or to unsubscribe, 
>please see http://www.palmos.com/dev/support/forums/




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