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Messages - interdpth

Pages: [1]
1
Graphics / Is there a bitblt like function for SFML
« on: January 05, 2011, 06:20:17 am »
I changed from the copy to using sprites
So my draw code is like this

Code: [Select]
for (; x < ex; x++)
{

tile = MainLayer[y][x] & 0xFF;
if (tile)
{
//MessageBox(0, "non-zero tile!", "blah", 0);
r1.Left = (tile & 15) * TileSize;
r1.Top = (tile / 16) * TileSize;


       r2.Left = sx;
r2.Top = sy;

if(sx>0&&sy>0){
tmpSpr.SetImage(tileset);
tmpSpr.SetSubRect(r1);
tmpSpr.SetPosition(sx,sy);

       bbImage.Draw(tmpSpr);

}



}
sx += TileSize;
}
sy += TileSize;
}



Then when I draw

Code: [Select]
bbImage.Display();
sf::Sprite bbS(bbImage.GetImage());
App.Draw(bbS);
App.Display();


bbImage is the RenderImage

2
Graphics / Is there a bitblt like function for SFML
« on: January 04, 2011, 09:39:28 am »
I'm getting the same FPS as I did when I didn't use renderimage unless I'm using it wrong.
Can you show me the proper way?

3
Graphics / Is there a bitblt like function for SFML
« on: January 04, 2011, 09:24:44 am »
I currently copy to a renderimage now...
But Image 2 is image made up of 32x32 tiles, which I then copy to image A based on an index for each tile, I'm working on a game engine so this is kind of needed lol

4
Graphics / Is there a bitblt like function for SFML
« on: January 04, 2011, 06:38:44 am »
Ok...So what would be a better way to copy the images I need to copy during runtime? I'm using SMFL2 btw

5
Graphics / Is there a bitblt like function for SFML
« on: January 03, 2011, 12:29:31 am »
Basically what I need to do is copy a whole bunch of small rects from Image B to Image A. I'm currently using Image::copy() to do it, it works but it is oh so very slow, so I'm hoping someone could show me a faster way to do it then what I have?

If so thank you so much.
tileset and tmp are both sf::Image
Code: [Select]
for (; y < ey; y++)
{
sx = -(ScrollX & (TileSize - 1)) + (2 * TileSize);
//x = ScrollX & (TileSize - 1);
x = ScrollX / TileSize;
ex = x + (ScreenWidth / TileSize) - 4;
//pc = &(BG[ (ScrollX / TileSize) ][y]);
for (; x < ex; x++)
{

tile = MainLayer[y][x] & 0xFF;
if (tile)
{
//MessageBox(0, "non-zero tile!", "blah", 0);
r.Left = (tile & 15) * TileSize;
r.Top = (tile / 16) * TileSize;
r.Width = r.Left + TileSize;
r.Height = r.Top + TileSize;



if(!(sx<0 || sy<0))
tmp.Copy(tileset,sx,sy,r,1);

}
sx += TileSize;
}
sy += TileSize;
}

Pages: [1]
anything