LoadFont not allowed between Drawing Start/Stop

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DarkDragon
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Post by DarkDragon »

Fred wrote:Why don't you put the GrabImage() outside of the startdrawing ?
As I said I need to do this more than 48x48x3 times, and calling always the Start/StopDrawing() is slower than just one time.
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Daniel
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Post by va!n »

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


Why do you use an easy way, when you can do it hard? :lol:
va!n aka Thorsten

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Post by Trond »

You need to grab the image 6912 times? :lol:
DarkDragon
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Post by DarkDragon »

va!n wrote:
DarkDragon wrote:
Fred wrote:Why don't you put the GrabImage() outside of the startdrawing ?
As I said I need to do this more than 48x48x3 times, and calling always the Start/StopDrawing() is slower than just one time.
48x48x3 times??? what are you doing there???? Cant you grab the image onces and display the needed block by using ClipSprite() !?


Why do you use an easy way, when you can do it hard? :lol:
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).

@Trond: yeah, but it's not always the same image.
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Daniel
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Post by Fred »

It's fixed.
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Post by DarkDragon »

Thanks
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Daniel
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Post by thefool »

thanks alot!
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