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Speeding up drawing

Posted: Wed May 26, 2004 5:15 pm
by Moonshine
In the help file, commands such as DisplayAlphaSprite(), DisplaySolidSprite(), DisplayShadowSprite(), DisplayRGBFilter() and DisplayTranslucideSprite() are all slow unless StartSpecialFX() and StopSpecialFX() are used. I was wondering if there was any way to speed up these drawing methods (alpha sprites mainly) without having to use the Start and StopSpecialFX() commands. Im trying to make a 2d engine that runs as fast as it can, any tips are welcome

Cheers :)

Posted: Wed May 26, 2004 5:29 pm
by MadMax
Why don't you want to use FX() commands,

The only way I can see is that you wrote your own library in c or asm

Posted: Wed May 26, 2004 7:03 pm
by Moonshine
I remeber reading somewhere on these forums that there was a performance hit when using the start and stopspecialfx commands. Im still getting used to PB, maybe I was mistaken. So is there a performance hit when using the specialfx commands?

Posted: Thu May 27, 2004 4:25 pm
by coma
why not use Sprite3D functions ?

Posted: Thu May 27, 2004 5:32 pm
by Moonshine
DirectDraw is more suited to what Im trying to achieve. On that note does anybody know how to load an image as a sprite with an alphachannel, without having to have 2 sprites? ( i.e. a normal sprite and an alpha sprite.)