fast drawing as Sprite.dll

Byak@

Active Member
Licensed User
Hello.
I wish to ask about the help. Me interests fast output of images on ppc as in library sprites.dll, but without additional opportunities. Only drawing bitmaps (BitmapEx object for example) on coordinates. And necessarily readable property ' image '. And refresh on a command ' tick ' as in sprites.dll
There can be someone from experts can make it?:BangHead::sign0104:
 

Byak@

Active Member
Licensed User
what? i'm not understand :-[
 

Byak@

Active Member
Licensed User
UP!
can anyone help? i want only a simple Sprite.dll without any functions.
it must only draw bitmaps on coordinates when (forexample) we call drawimage() but not show changes while we not call 'tick' (or refrash)
 

Byak@

Active Member
Licensed User
i'm try it,but this method work slower than drawing in sprite.dll. on Destop it's all right but on device i have a "slideshow" (in my game i'm redraw image every 50ms)
 

Byak@

Active Member
Licensed User
in sample for sprite.dll sprites move very smoothly (witk tick every 50ms) but when i'm try to "move" and "animate" sprite,using ImageLibEx and Image i have a slideshow.
it is a simple code:
image1.image=bitmapex.value
drawerex.new2(bitmapex.value)
.... (some drawing)
image1.refresh

i have no blinking,all nice but my 'sprite' (drawed image) move jerky
 

agraham

Expert
Licensed User
Longtime User
I've looked at the underlying .NET code and you won't get faster than what you are doing. You are drawing directly on the bitmap that the Paint event draws to the screen. Possibly it is the actual drawing you are doing that is slowing it down.

image1.image=bitmapex.value
drawerex.new2(bitmapex.value)

The above two lines only need to be done once so they need not be in your drawing routine. You will only get the full speed when optimised compiled.
 
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