I'm doing an WinCreateOffscreenWindow with native coordinate system,
then I draw bitmap to it, which is an array many single sprites, then when I 
need to output a bitmap, I calculate the rectangle which corresponds to the 
bitmap needed, and do a WinCopyRectangle from this window to the buffer 
offscreen window.

I did not find a way to handle transparency correctly with this apprioach, so 
when I need transparency, I just do a WinDrawBitmap 
from a pre-locked bitmap from resources.

Mangling occurs with both cases. I tried some other games on TW emulator, they 
don't seem to have this problem. I'll try more games.
If this is a bug in emulator, well, it would be good to work it around, because 
who knows maybe the same happens on some device as well.
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