[EMAIL PROTECTED] wrote:

I have a game in development with a layered map (land, units, cities, improvements 
etc.) these layers can require up to about 12 WinDrawBitmap calls per square and 
everything has some transperent areas except the bottom layer.  The map is tiled 
and there are 6000 (100 x 60) tiles, each tile is 20 x 20 pixels, meaning  the 
palm can display 256 (16 x 16) tiles. This means about 256*10 = 2560 WinDrawBitmap 
=> 1300ms (TJ35).  Also a side note, I use the pen input for certain objects on 
screen.

Code using with WinDrawBitmap:
offScreenBitmap = BmpCreate(320, 320, 8, NULL, &error); //=> genericFormat win = WinCreateBitmapWindow(offScreenBitmap, &error);
A few questions:
1. Is it possible to do so many draw operations and get speeds around 200ms 
using ARM/nativeFormat etc, and should I take the time to modify the code.
2. Would I be better off storing all 6000 20x20 tiles into a DB (a lot of mem 
req)?
3. Creating a new database with cached images with IDs that link to my map DB.
4. Read about direct screen drawing, don't think it would be useful here...
5. Or I'm messing something up, one should never need that many calls to 
WinDrawBitmap

Basically I have a speed problem and I need the best solution, before wasting 
my time trying 60 different things.  So this is more of a general query on best 
way to draw to screen.


Do you use transparency in your bitmaps? You better avoid it and go for mask + fill and WinPaintBitmap. This is faster. If it will be fast enough? I don't know.

Regards
Henk

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  Henk Jonas                                            [EMAIL PROTECTED]
  Palm OS � certified developer

  Please contact me, if you need an off-side contract worker.
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