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Avoiding real time rotation.

PostPosted: Oct 15, 2002 @ 11:11pm
by BooRad

PostPosted: Oct 16, 2002 @ 1:14am
by warmi
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.

PostPosted: Oct 16, 2002 @ 1:38am
by ppcStudios
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