Is it possible to use BmpCreate() to create a bitmap larger than 64KB, say
640x480 8bpp, and use it to build an offscreen window for double-buffer paint
purpose?
Or I have to draw such large dynamic BMP with WinDrawPixel() directly on
the screen?
BmpCreate can allocate memory chunks 64K
Actually I just want to create a blank bitmap for
double buffer purpose, not from a resource. The pixels
are generated programatically. I looked at the Palm
API reference and it seems that BmpCreate can create a
bitmap larger than 64K. Anybody can verify that?
Thanks
--- José dos Santos Machado
I looked at the Palm API reference and it seems that BmpCreate can
create a bitmap larger than 64K. Anybody can verify that?
yes.
simple proof = 320x320 @ 16bpp = 204800 bytes. any OS5 device can do
that *g* you say you want a 640x480 buffer - you should probably
stick to the size of the
Nice finding.
I also searched the old archives and somebody suggests
use BmpCreate to get bitmap memory as malloc, which
can be larger than 64KB.
All kinds of tricks!
--- José dos Santos Machado [EMAIL PROTECTED]
wrote:
Ben Combee escreveu:
Is it possible to use BmpCreate() to create a
Aaron, that's with you. :)
its all about graphics programming primitives. loads of books on
the subject, i'd suggest reading some :)
Hehehehe... I'll try to make my homework and try to find some of these here
in .br :)
IMO that's the fascinating side of programming...
-- J. Machado
-- [EMAIL
Aaron, that's with you. :)
heh.. i actually have code that can smooth scroll any size bitmap
(limited to the size of the data storage area, not heap *g*) --
ie: i have had 2048x2048 8bpp image scrolling very smoothly.
its all about graphics programming primitives. loads of books on
the
At 12:43 PM 8/13/2003, Khaki Wizard wrote:
Hi, all:
Is it possible to use BmpCreate() to create a bitmap
larger than 64KB, say 640x480 8bpp, and use it to
build an offscreen window for double-buffer paint
purpose?
Yes, BmpCreate can create bitmaps on the dynamic heap larger than 64K. You
could
So what is better?
1. Use BmpCreate to allocate a bitmap 64Kb for
double buffer. I think performance is nice, but...
2. Use FtrPtrNew to allocate storage memory, the
performance is a problem.
Any suggestions?
For my app, it is a large bitmap with frequent pixel
update (not very
http://www.cliedeveloper.com/spotlight/kinoma1.html
IMHO it's a good tutorial on working with semaphores and blocks larger than
64k...
This is NOT good.
MemSemphore issues aren't even mentioned in the official Palm-OS sdk. (when
I remember right...)
Sony should care more about the
Khaki Wizard escreveu:
Hi, all:
Is it possible to use BmpCreate() to create a bitmap
larger than 64KB, say 640x480 8bpp, and use it to
build an offscreen window for double-buffer paint
purpose?
Actually you cannot create any resource larger than 64kb on PalmOS, unless
you do it on the memory
Ben Combee escreveu:
Is it possible to use BmpCreate() to create a bitmap
larger than 64KB, say 640x480 8bpp, and use it to
build an offscreen window for double-buffer paint
purpose?
Hey guys, look what I found:
http://www.cliedeveloper.com/spotlight/kinoma1.html
IMHO it's a good tutorial on
Carsten escreveu:
This is NOT good.
MemSemphore issues aren't even mentioned in the official Palm-OS sdk. (when
I remember right...)
Sony should care more about the things they publish, reading that article
sounds like MemSemaphore - used every day, don't care
about the consequences ...
H...
Are you using FtrPtrNew to allocate storage memory to
store the image data? I'm wondering whether it is
efficient enough for fast rendering, if I have
frequent update to the bitmap.
So what is better?
1. Use BmpCreate to allocate a bitmap 64Kb for
double buffer. I think performance is nice,
Hi, all:
Is it possible to use BmpCreate() to create a bitmap
larger than 64KB, say 640x480 8bpp, and use it to
build an offscreen window for double-buffer paint
purpose?
Or I have to draw such large dynamic BMP with
WinDrawPixel() directly on the screen?
Thanks,
http://www.cliedeveloper.com/spotlight/kinoma1.html
IMHO it's a good tutorial on working with semaphores and blocks
larger than 64k...
This is NOT good.
MemSemphore issues aren't even mentioned in the official Palm-OS sdk.
(when I remember right...)
yes, you do remember right. it
On Wed, Aug 13, 2003 at 02:10:48PM -0700, Khaki Wizard wrote:
Nice finding.
I also searched the old archives and somebody suggests
use BmpCreate to get bitmap memory as malloc, which
can be larger than 64KB.
All kinds of tricks!
If you're going to rely on that kind of unsupported
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