Re: fast drawing in delphi



no no, for sure, no direct image.canvas drawing at all, now
I am trying now to see how to make the
drawing in memory, and then to play the memory
drawing image into screen using bitblt ()...
for the moment just big headache...
but I believe you guys
Yeah, I agree about discontinued DirectX,
but if M$ has abandoned DirectDraw that means
there is something better around... something they can not compete with
Ronald

"Paul Dunn" <paul.dunn4@xxxxxxxxxxxx> a écrit dans le message de news:
pM_pf.14916$q4.7149@xxxxxxxxxxxxxxxxxxxxxxx
> Maarten Wiltink wrote:
>> "Paul Dunn" <paul.dunn4@xxxxxxxxxxxx> wrote in message
>> news:SwUpf.48676$uR.25445@xxxxxxxxxxxxxxxxxxxxxxx
>> [...]
>>> DirectX isn't an "image package" solution. The DirectDraw component
>>> (or Direct3D as it is now) ...
>>
>> Isn't there a "Direct2D"? That being what the OP needs...
>
> Around the time of DirectX 8, M$ decided to deprecate the 2D aspect and no
> longer support DirectDraw (your "Direct2D" interface). It is still
> supported, but as you say is likely less than optimal now. As the next
> version of windows will be strictly 3D acceleration only (seen the demo of
> the new windows UI? I'm moving to linux when XP is dead!) I can't see that
> DirectDraw will be accelerated above GDI level at all in future.
>
> ISTR that any DirectDraw surfaces used now will use the old DirectX 5
> architecture, and not take advantage of any new on-board acceleration your
> graphics card has to offer. However, as a method of gaining a pointer
> directly to video memory, it's still invaluable if you're willing to do
> all your graphics coding by pushing pixels around and not tending to rely
> on Borland's intolerably slow TBitmap.Canvas or TBitmap.Scanlines methods.
>
> D.
>
>


.



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