This site is no longer active and is available for archival purposes only. Registration and login is disabled.

Avoiding real time rotation.


Avoiding real time rotation.

Postby BooRad » Oct 15, 2002 @ 11:11pm

Make it idiot proof and someone will make a better idiot.
User avatar
BooRad
pm Member
 
Posts: 7
Joined: Aug 6, 2002 @ 5:26am


Postby warmi » Oct 16, 2002 @ 1:14am

I am not sure I understand your question ....

But, generally, you have three choices…

1 ) Load bunch pf prerotated images and display different image depending on some game specific criteria ( this is your basic 2d animation.)

2) Load a single image and , during setup, create bunch of prerotated images. The same as 1 except you only have to distribute a single image ( on the other hand prerotating images using 3rd party software will result in better quality.)

3) Load a single image and use GapiDraw rotating blit to rotate it in the real time.

So what you have here is basically a tradeoff between runtime performance and memory/disk space usage.
warmi
pm Insider
 
Posts: 518
Joined: Aug 24, 2002 @ 8:07am
Location: Chicago USA


Postby ppcStudios » Oct 16, 2002 @ 1:38am

Take a look on the pocketpcStudio website in the developer section. I wrote a short tutorial on how to handle sprite rotations there. It may help you in what you're trying to achieve.

http://www.ppcstudios.com

--GR
User avatar
ppcStudios
pm Insider
 
Posts: 744
Joined: Aug 23, 2002 @ 3:53pm
Location: Canfield, Ohio


Return to GapiDraw


Sort


Forum Description

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

Moderators:

sponge, Johan

Forum permissions

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

cron