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Thread: Modifing TBackgroundSprite

  1. #11

    Modifing TBackgroundSprite

    If you draw on buffer surface instead of DXDraw.surface it may not show or is not accelerated if that bug still exists in undelphix...

    to onClose event:
    DXDraw.Finalize;

    Edit: Hmm, maybe that buffer will work. For simple pixels there is no need to draw accelerated graphics on buffer However Canvas and acceleration is still a bad combination. You might consider making break marks as particles that start fading out after certain time or amount.

  2. #12

    Modifing TBackgroundSprite

    I made a supersprint type game a few years ago and solved the braking skid mark problem by using particles as suggested above. They had a certain population limit so that if too many were being drawn the oldest ones died.
    The views expressed on this programme are bloody good ones. - Fred Dagg

  3. #13

    Modifing TBackgroundSprite

    Hello
    You can try new version of TSpriteEngine from unDelphi...
    Tile of TBackgroundImage can be accelerated and can be blended or added drawing....
    Ijcro.

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