"Old" 2D APIs
- They write the Sprite information directly into the Video Buffer (in SDL called "blitting") which works very fast
- Since Screen Resolutions are getting very high sprites get smaler on the screen (if they are not scaled somehow, that's something important what's missing)
- Work nearly everywhere
- Fully hardware accelerated transformation (rotation and scalation)
- Fully hardware accelerated effects (alpha blending, different blending modes, anti-aliasing)
- Automatic Depth Sorting
- If programmed right, they are resolution independent (ok, there's a point where low resolution images get blurry at a big scalation/resolution)
- No Driver, No Screen to draw on!
- 3D Games and APIs are already so popular, DirectX and OpenGL are getting standard APIs for Game Graphics(, aren't they?) and seems they are going to be the future
- Windowsize independent resolution of the graphical output (A 320x240 Screen can be stretchted to a 800x600 window, the pixels are just interpolated)
I already wrote the "Illusion Graphics 2D" Engine based on OpenGL some time ago, just published in the german forums (windows only).
A by-the-way question from is also: if I write a user interface for PureBasic's standard Sprite&Screen Library which works with windows which can overlap, how do I do the Z-Sorting? Example: I press on the button on the foreground window, but how do I detect that this button was pressed, and not the button on the background window at the same position?
I just don't know what to do!
