Re: fast drawing in delphi



Thanks KA1LPA!
I will check your idea as soon as I finish with Paul suggested algorithm.
Ronald

"Jamie" <jamie_5_not_valid_after_5_Please@xxxxxxxxxxx> a écrit dans le
message de news: ff0qf.4519$Vr.3891@xxxxxxxxxxx

> Maldona8 wrote:
>> 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:



> create a Tbitmap..
> set the pixelformat property to 8 bit for now.
>
> then set the Width and Height properties
>
> to get the first byte of memory of this bitmap simply
> use the MyImagePointer := MyBitmap.Scanline[NUmberOflines-1];
> this will give you the memory pointer to the first byte of
> memory.
> remember that Tbitmaps normally are created upside down.
> this is from the old days of slow video monitors and video
> cards so that when painting the image to the screen the OS would
> paint from the bottom up. this would avoid all the possible
> multiple flickers and delays you would get when the video card
> was scanning to refresh the video output verses when the
> OS was trying to write to the video memory.
> at best, you would get only one line of flicker if it happen
> to intersect.
> since the advent of video memory able to "write" at the
> same time of scanning now, this problem has gone away.
>
>
>
> --
> Real Programmers Do things like this.
> http://webpages.charter.net/jamie_5
>


.



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