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| subject: | Re: hpsMemory Bitmap que |
-=> Quoting Dean Roddey to Michael Duffy <=- DR> Thanks Michael Duffy for your msg about Re: hpsMemory Bitmap ques, on DR> Wednesday, 11-16-1994! DR> Actually what you want to do is to create a memory device context, use DR> that to create a presentation space for that device context, then DR> create a bitmap of the size you want, and associate it with the PS. DR> Then you can draw into the PS just like drawing to the screen except DR> that the output is drawn to the bitmap. [ more reply and code example clipped... ] Thanks for the info, but it appears that I did not make myself completely clear in my original post. My mistake. I am able to create a bitmap, associate it to a PS which is associated with a memory DC, and write to it with the Gpi functions just fine. I can write this bitmap to the screen just fine, though I'm still working out kinks in keeping the palette correct. What I cannot do is write directly to the surface of this bitmap WITHOUT using the Gpi functions. For example, I am writing sprites to the bitmap. The sprites are of my own design, and therefore there are no Gpi functions for them. As it stands now, I have my memory bitmap and a buffer of the same size. I have to write my sprites to the ordinary buffer, and then copy them to the memory bitmap with GpiSetBitmapBits. Then I have to copy the memory bitmap to the screen. This is a bit too slow, and if I could write my sprites directly to the memory bitmap, things would be much faster. I have a handle to the bitmap, but that doesn't give me a pointer to its surface where I could manipulate its bits directly. The problem is, I don't even know if OS/2 allows this to be done at all. Does anyone know how IBM planned for people to write PM based games for OS/2? This is not a complaint, but a serious question. I am finding OS/2 to be extremely difficult and unweildy to work with as far as sprite based graphics are concerned, although I now know nothing about DIVE. The books I have found on PM programming are of little help in this area. I am working on getting the DevCon CD, but it takes time to join the DAP and order the CD, so I am still documentation-poor. Does anyone know if game programming (or fast sprite graphics) is covered in any documentation, DevCon CD or otherwise? I would appreciate any pointers. Michael "OS/2 is still spanking me" Duffy ... Taglines: Bumber stickers for the Information Superhighway --- GEcho 1.10+* Origin: Knight Mare 405 672 5644 (1:147/3006) SEEN-BY: 12/2442 54/54 620/243 624/50 632/348 640/820 690/660 711/409 410 413 SEEN-BY: 711/430 807 808 809 934 942 949 712/353 623 713/888 800/1 @PATH: 147/3006 1032 3615/50 229/2 12/2442 711/409 54/54 711/808 809 934 |
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