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PostPosted: Feb 28, 2004 @ 2:01am
by egarayblas

PostPosted: Feb 28, 2004 @ 2:43am
by ppcStudios

PostPosted: Mar 9, 2004 @ 5:26am
by brendan

PostPosted: Mar 13, 2004 @ 6:12pm
by mlepage

PostPosted: Mar 30, 2004 @ 2:25pm
by Johan
Just so you know.. Once the Palm version is stable we will begin adding some new cool features to GapiDraw and we'll pick many from this list. So please feel free to continue adding to it...

PostPosted: Mar 31, 2004 @ 3:33pm
by macalpinej

PostPosted: May 4, 2004 @ 9:11pm
by shanytc

Feature Requests

PostPosted: May 11, 2004 @ 6:56pm
by Xenopi

PostPosted: Aug 3, 2004 @ 4:01am
by kelesis

PostPosted: Aug 5, 2004 @ 8:25am
by Johan

PostPosted: Aug 5, 2004 @ 2:20pm
by fzammetti

PostPosted: Aug 15, 2004 @ 2:27am
by mlepage
I'm not sure if you can do this now or not...

It would be nice to do a blit of a masked surface, but instead of leaving the mask part transparent, blit a pattern. This will be more efficient than first blitting the pattern, then blitting the masked surface over top of it.

Actually, support for patterns would be cool itself.

PostPosted: Aug 15, 2004 @ 2:51am
by fzammetti
I may have suggested this before, but a rudimentary sprite class might be nice. I know the standard argument against the idea is that each game is so different that a general-purpose class is not feasible. My feeling though is that something that covers as many bases as possible will probably suffice for many cases, and if it's not going to be a massive development effort on Develant's part (and I don't see how it would be since a relatively simple sprite class is, well, relatively simple!), it might save developers time, which is a large part of the point of GD or such libraries in the first place!

PostPosted: Aug 15, 2004 @ 3:50am
by mlepage

PostPosted: Aug 15, 2004 @ 1:06pm
by fzammetti