As I said I need to do this more than 48x48x3 times, and calling always the Start/StopDrawing() is slower than just one time.Fred wrote:Why don't you put the GrabImage() outside of the startdrawing ?
LoadFont not allowed between Drawing Start/Stop
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48x48x3 times??? what are you doing there???? Cant you grab the image onces and display the needed block by using ClipSprite() !?DarkDragon wrote:As I said I need to do this more than 48x48x3 times, and calling always the Start/StopDrawing() is slower than just one time.Fred wrote:Why don't you put the GrabImage() outside of the startdrawing ?
Why do you use an easy way, when you can do it hard?

va!n aka Thorsten
Intel i7-980X Extreme Edition, 12 GB DDR3, Radeon 5870 2GB, Windows7 x64,
Intel i7-980X Extreme Edition, 12 GB DDR3, Radeon 5870 2GB, Windows7 x64,
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Well it's my MapEditor. For ClipSprite() you need DX screens, but I don't want to use them(I need a Menu and other windows beside the DX Screen then and if I use Mouse compatibility in DX screens I can't go out of the DX Screen with the mouse and the Cursor isn't visible anymore).va!n wrote:48x48x3 times??? what are you doing there???? Cant you grab the image onces and display the needed block by using ClipSprite() !?DarkDragon wrote:As I said I need to do this more than 48x48x3 times, and calling always the Start/StopDrawing() is slower than just one time.Fred wrote:Why don't you put the GrabImage() outside of the startdrawing ?
Why do you use an easy way, when you can do it hard?
@Trond: yeah, but it's not always the same image.
bye,
Daniel
Daniel
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