Those are some pretty cool tutorials. I'm curious though, would these uses of the Bitmap object using the OS' GUI not be rather slow even on Windows Vista/7 or Mac OS X?
Well it depends. Some code could be optimized. It's all in Pascal, no assembler here.
The point of BGRABitmap is to use TBitmap only when necessary. It uses a DIB section if possible, so it is kind of direct drawing. Specific code for a platform can be added to have DIB sections. It's already done for Windows and on GTK.
Well your last 2 tutorials go into 3D stuff, so I was just wondering how practical all that would be if you decided to do some animation for visual effect. Is it worth it to try this for a nicer looking application GUI or would we just be better off using OpenGL or Direct3D instead?
If you animate some phong buttons, it is very fast, but if you animate the whole screen, it is a little bit slow. So if you make some phong animation when the mouse moves over the controls, it would say it works.
There is sample chart in testbgrafunc (it's in LazPaint archive). You can give it a try. You can see how smooth are the different capabilities of BGRABitmap.
I'd like to play with this, but the FPC wiki seems to be down.
Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.
Yes, unfortunately. You can still have a look at the bgrafunctest folder in LazPaint archive. You can find it here :
http://sourceforge.net/projects/lazpaint/files/src/
Well, it depends. You can precalculate an ocean texture. Then, just showing it is ok. But if you want to animate it, well, it would be too slow, except maybe with a very small texture.
Last edited by circular; 09-04-2011 at 08:11 AM. Reason: link
Bookmarks