nanogui: Thread: How do I implement very fast image producing?


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Subject: How do I implement very fast image producing?
From: "Soohyung Cho" ####@####.####
Date: 4 Jan 2001 03:05:06 -0000
Message-Id: <NMEMKMPHBABAPAABEBDECEAJCAAA.xfree@mail.hitel.net>

Hi, I work on iPaq with microwindows.

My application needs very fast image producing on display screen.

Currently, I send my image by calling GrArea function.

I want more fast method.

Is it possible to draw image directly on display screen buffer?

Please help me.

bye.
Subject: Re: How do I implement very fast image producing?
From: Jordan Crouse ####@####.####
Date: 4 Jan 2001 15:16:26 -0000
Message-Id: <3A5494A3.87769329@censoft.com>

> Hi, I work on iPaq with microwindows.

Its always good to have Ipaq developers.  Thanks for using Microwindows!

> Is it possible to draw image directly on display screen buffer?

Not yet, but that is coming soon. 

> Currently, I send my image by calling GrArea function. 
> I want more fast method.

If it is possible for you to maintain a double buffer, then you should
use a offscreen pixmap and just GrCopyArea the pixmap to the
main window when you need to display (kind of like how nxBill works).  
However, if you are just trying to display a series of images (like
Doom, for example), then right now GrArea is your best bet.

Greg Haerr is currently working on implementing client side screen
buffers, so stay tuned.

Happy hacking!
Jordan
Subject: Re: How do I implement very fast image producing?
From: "Greg Haerr" ####@####.####
Date: 10 Jan 2001 19:53:21 -0000
Message-Id: <06c201c07b3e$d37c4760$15320cd0@gregh>

: My application needs very fast image producing on display screen.
: 
: Currently, I send my image by calling GrArea function.
: 
: I want more fast method.
: 
: Is it possible to draw image directly on display screen buffer?

My next big project is to write blitting routines for
copy, color-key, and alpha-blending for each bpp screen
driver, as well as conversion routines between bpps.

Currently, Microwindows has a special-cased 16bpp driver
for GrArea, you might look into that.

You can draw directly to the display buffer currently only
if you link your application to the server, thus getting
memory-mapped access.  I hope to add client-side
memory-mapping as well in the next major cut.

Regards,

Greg

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