Hi!
You might want to download my Razor! framework from
www.tilo-christ.de/razor and look at the implementation of
PalmOSCanvas.cpp and PalmOSBlitter.cpp. This source code works on all
versions of PalmOS and clearly demonstrates the differences between OS5
and previous OSes.

Good Luck,
Tilo


kcorey <[EMAIL PROTECTED]> schrieb am 08.01.2003, 20:12:58:
> Hi All,
> 
> I'm (attempting) to update my game to support high density graphics,
> with offscreen bitmaps.
> 
> I'm having so much trouble attempting to get it to work, I just know
> that I'm doing something horribly wrong.
> 
> First off, I've read the section in the Programmer's companion (section
> 4) "Drawing on the Palm Powered Handheld", that describes High Density
> graphics.  
> 
> Then, I read the 5.0 Overview where it says that everything is by
> default created at 'Standard' resolution, and scaled as appropriate.
> 
> In my game, I draw at various times onto my offscreen bitmaps, and then
> copy them to the screen.  I also do a fair bit of setting the drawing
> window.  All drawing code is done using system APIs, BTW.
> 
> The problem seems to be that the draw state is set back to the
> 'standard' density by various calls, so that I can't seem to keep the
> high density...things are always shown as low density, except of course
> for my menus and dialog boxes.  *grrr*
> 
> So, I'm obviously making some stupid programming errors and making
> things *much* harder on myself than necessary.  But, does anyone have
> any good examples I can take a look at involving offscreen bitmaps?
> 
> It was *so* much easier converting my application to using both the Sony
> and Handera High Resolution API's!
> 
> -Ken
> 
> 
> 
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