The idea is simple. Instead of drawing 2700 images per frame, I draw them to a couple of big images, then draw those.
NOTE: I believe this can be done with surfaces, but considering most default integrated graphics cards (especially intel) don't seem to support a spec from 1985, I'm forced to find other means to keep my target audience wider. I don't find it amusing that intel seems to have no problem supporting DX surfaces...
The problem is complex. I can't figure out what type I could possibly use that has a background that's transparent. Let me try to give an example, since I can't word that correctly. When I created a TBitmap and drew my PNG with alpha to it, it drew it perfectly, but it drew it on a black background because TBitmap doesn't support an alpha channel.
More or less, I'm looking for a type that can be set to have a transparent background, which can be used in conjunction with AdImage.Texture.LoadFromGraphic, and, of course, can be drawn to via canvas or some other method...
This thread is old and may be dead but for anyone wanting a lead on this questions....
TBitmap does support alpha. You have to set the bitmap mode to 32bit. T