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| Blt to Memory http://web.miragesource.net/forums/viewtopic.php?f=201&t=3930 |
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| Author: | shaded [ Wed Jul 02, 2008 6:05 pm ] |
| Post subject: | Blt to Memory |
I just had a simple question. Is it faster to use bitblt from one picture box to another or to always load to memory no matter what? And which requires more memory? I know MS stores most of it to memory, but I believe that in certain times in map editor it is just drawing from what is loaded to a picture box and then to another 32x32 picture box. Could someone explain a bit about it. I know how to do both, but just curious which is best and for which circumstance. |
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| Author: | Coke [ Wed Jul 02, 2008 9:05 pm ] |
| Post subject: | Re: Blt to Memory |
When you perform it from one picture box to another, where do you think its stored before its rendered on the second picture box? |
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| Author: | shaded [ Wed Jul 02, 2008 10:16 pm ] |
| Post subject: | Re: Blt to Memory |
So then you should just always store it to memory unless the image is already available? And you are implying it's the same, except that in one instance you are wasting space by having an image already loaded to picture box? |
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| Author: | Lea [ Wed Jul 02, 2008 10:28 pm ] |
| Post subject: | Re: Blt to Memory |
A Picturebox is the #1 heavyweight control of VB6. Avoid them where possible. |
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| Author: | shaded [ Wed Jul 02, 2008 10:33 pm ] |
| Post subject: | Re: Blt to Memory |
Ok, so there is no reason to blit from another image if you have no use from it. |
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| Author: | Robin [ Sat Jul 05, 2008 1:58 pm ] |
| Post subject: | Re: Blt to Memory |
Mirage already loads all the graphics into memory for Dx7, then it re-loads them all into memory elsewhere for BitBlt. Use BltToDC. If possible, do your entire ingame screen in Dx7. |
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| Author: | shaded [ Sat Jul 05, 2008 2:27 pm ] |
| Post subject: | Re: Blt to Memory |
Ok thanks, that is good to know. |
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