The reason for this is that GLX uses Quads in OrthoMode when drawing 2D images, omega, i guess uses BitBlt. This means, that the images in glx wery easilly can be blended with the rest of the scene, remember that glx is a 3D libary with 2D support.Originally Posted by Useless Hacker
In 3D rendering there'll be a diference in the results.
The GLXImageList.Items.Draw is not an very fast method, it binds the texture every time it's called, if drawing the same texture many times its better to use GLXDraw.Begin2D, GLXImageList.Items.Bind and GLXDraw.Primitives.Rectangle.
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