Render #Sprite2D to #Sprite2D?

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Shannara
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Post by Shannara »

Rings wrote: are you a coder or a housewife ?
you can get the adress of the sprite in memory, so do a bit of Peek/Poke on the buffer to create a new sprite with you needed dimension. Can not been too difficult. just my 2 cents on such discussions here
I should of read this thread earlier. Anyways, thanks for the tip, and please, next time, don't make any sexist comments...


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Blueznl

It's basically a real-time resizable gui created with Sprite3D (ended up using 3D as the 2D counterpart is lacking). I originally used Sprite2D, but needed transparency (a must), and the transparency for for Sprite2D was too slow to be usable on a 3.2ghz computer. Let alone on my target 500mhz. So... sprite3D I went.

Since I have to build the window frame/background whenever it is created, but I also want the user to be able to resize the window whenever they want... that created a problem. So there is no way for me to do every single possible resizing per window, as it would quickly equate to 800MBs for each single window :) That isn't going to work :)

Oki dok, I'll just make it so they are not resizable (not too much of a biggy).
SirCus
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Post by SirCus »

scurrier wrote:
DriakTravo wrote:

Code: Select all

download this and tell me if it's slow 

it has 20,000 snow flakes and a translucent logo 

http://www.3dcurrman.com/3DSnow.zip 
This progam gave me absolutly no lag at all, but for some reason, they all have a pink background, why?

I think it may be your graphics card. the pink is the transparent color
the reason might be on some graphic cards those effects look ugly or wrong in 32 or 16 bit mode.
Same problem here.
I have same problem with Krakout2. if I switch to 16 bit it works fine.
unfortunately the snow demo does not allow to switch between 16 and 32 bit.
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