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GapiDraw v2 Released !


GapiDraw v2 Released !

Postby Johan » May 9, 2003 @ 12:28pm

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Postby Hosed » May 9, 2003 @ 3:22pm

Ohhhhh! Cream my shorts I did!

This is excellent Johan. Well worth the wait =)
L. L. Goodwin<BR>Purveyor of Code<BR><A href="http://www.planettribes.com/hosed/">Hosed's House of Code</A>
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Postby egarayblas » May 9, 2003 @ 5:44pm

-- home of the think & tap games!
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Small error in doc

Postby efortier » May 9, 2003 @ 10:31pm

Here is a small error I found in the doc:

in AlphaBltFast():

Flag in docs: GDABLTFAST_OPACITY
Flag in header: GDALPHABLTFAST_OPACITY

--Eric
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Postby efortier » May 9, 2003 @ 10:53pm

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Postby scoreman » May 10, 2003 @ 9:14am

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Postby efortier » May 10, 2003 @ 9:20am

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Postby Johan » May 12, 2003 @ 8:35am

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Postby efortier » May 12, 2003 @ 9:08am

sbl: Thanks a lot for the above information.

Regarding the DrawText(), I really miss the easy way of setting the colors of the default font. I used different colors in a status window in order to depict various message: Red = combat info, green = exploration info, etc. And I render the status window on each frame.

Did the old way of specifying the colors in DrawText() with system font internally used RenderSystemFont()? If not, isn't the new method forcing us to make a new surface for each color we need?

The old method was quick and very easy to use.

Thanks!

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Postby Johan » May 12, 2003 @ 9:13am

efortier: While the old system font was easy to use, it was slow and wasn't cache-optimized. I though most people was going to use it for FPS counters during development, but instead many use it in their final game for significant amounts of text.

I would not recommend re-rendering the entire system font on each frame since it's slow. The system font is included with the distribution (in the Misc folder), so you can simply use that and colorize it... Sorry for the hazzle, but the old system font was simply not a good implementation.
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The Cross-platform Graphics SDK for Palms, Pocket PCs, Symbian Devices, and Stationary PCs.

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