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Thread: How to draw correctly supporting much graphic cards

  1. #11

    How to draw correctly supporting much graphic cards

    The quality loss is not that big, although if you need the highest quality possible, then dividing the bitmap or making large textures is the only option. I once needed a 1024x768 background image and I simply used multiple 256x256 textures to do it. For instance, you're having 800x600 image you want to render, extend it to 1024x768 and then use textures with size of 256x256 and pattern size of 256x256. That way you got 3x2 patterns and you simply draw them on the screen.

    Hope this helps,
    Lifepower

  2. #12

    How to draw correctly supporting much graphic cards

    Hello,

    thank you for your answer. I did it yesterday as you said and it works fine. There seems to be even no loss of speed doing this.
    But now another question.
    I have a Bitmap sized bigger than 256*256 which I want to rotate...
    If I build it out of 4 tiles, how to rotate then? I think I can only rotate one image at a time, and the position of the other parts have to be exactly correct not to get black lines in the rotation. I am no mathematics expert, so a little hint or maybe a little piece of code could help me very much with this.

    I think if I can manage this I have all I need to proceed with PowerDraw/Asphyre. That would be great, because even on a machine with GeForce2MX onboard I achieve about 100 FPS in windowed mode... thats great...
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  3. #13

    How to draw correctly supporting much graphic cards

    Hi there again,

    I found out how to do the rotating of an image containing several textures. I use the TextureMap-routine and Rotate the Point4 and drawing it with the negative offset of texturesize. Works quite well, but as I thought before, there are nearly unvisible black lines between the different textures. But I think I can get rid of them playing around with the offset.
    Now I am ready to go with PowerDraw.... :lol:
    Thank you for your help paulius and Lifepower.

    Oh, another question for you: How can I draw 3D primitives like cube or spheres
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

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