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Running the desktop version at other resolutions


Running the desktop version at other resolutions

Postby Guest » May 29, 2002 @ 8:26pm

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Postby Hosed » May 29, 2002 @ 8:40pm

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Postby tedson » May 30, 2002 @ 4:28am

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Postby Johan » May 30, 2002 @ 11:06am

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Postby Guest » May 30, 2002 @ 4:51pm

I figured out most my problems. I was using an old version of GapiDraw. It will be insteresting to see if the switch fixes all my bitmap problems as well.
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Postby tedson » May 30, 2002 @ 5:05pm

I realize you are aimed more at the PDA market but your APIs are wonderfully easy to use (much better than directdraw) and they are keeping me from being forced to do a real port of my game. It would be great if there was a more optimized x86 version of GapiDraw.
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Postby Johan » May 30, 2002 @ 5:20pm

:) I have several surprises waiting to be announced in GapiDraw 1.02..

/Johan
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Postby tedson » May 30, 2002 @ 5:54pm

You had to go and say something like that. Now I'm going to be all impatient. Its going to be like waiting for Christmas.

What did you say was that release date for 1.02? :wink:
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Postby Hosed » May 31, 2002 @ 7:13am

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Postby Johan » Jun 1, 2002 @ 1:08am

Hohum. Just found a small image lying around.. Basically, with GapiDraw 1.02, the DirectDraw bridge is a 1:1 implementation (where GapiDraw always draws in a format compatible with the native pitch of the DirectDraw back buffer). I will do some more modifications, but it is currently very possible to create "real" games that runs in both 640x480 and 800x600 @ 50 fps (my crappy laptop could only show 500 sprites in 640x480, but this machine could be considered low end by todays standards).

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Postby tedson » Jun 1, 2002 @ 1:36am

Excellent!
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The Cross-platform Graphics SDK for Palms, Pocket PCs, Symbian Devices, and Stationary PCs.

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