You write a graphics framework better than the original APIs by optimizing
your drawing routines and taking advantages of hardware when available.
There are several ways to draw bitmaps,  lines, circles, cubes, etc. some
are faster then others.

----- Original Message ----- 
From: "David Oldis" <[EMAIL PROTECTED]>
Newsgroups: palm-dev-forum
To: "Palm Developer Forum" <[EMAIL PROTECTED]>
Sent: Monday, July 05, 2004 4:33 AM
Subject: Framework or not...


> Hi...
>
> Being new to PalmOS development, I've been reading up on third party gfx
> API's like GapiDraw and SHARK, and varying frameworks.  What's confusing
me
> is that these packages are claiming the fastest blitters and other
hardware
> acceleration functions.  Do they really have some inner knowledege of the
> Palm's (and other PDA's) hardware layer, or are they just using regular OS
> functions?
>
> My interest is in writing games for Palm, and hoping that there might be a
> more efficient way to get as close to the 'metal' as possible besides the
> standard API functions (for double buffering, etc.).
>
> I appreciate what hardware abstraction gives (like SHARK) for developing
on
> multiple platforms.  But if it just boils down to OS functions in the end
> then I'd rather just stick with those for now until I get more comfortable
> with the Palm environment.
>
> David
>
> -- 
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