Page 1 of 1

GapiDraw v2 Released !

PostPosted: May 9, 2003 @ 12:28pm
by Johan

PostPosted: May 9, 2003 @ 3:22pm
by Hosed
Ohhhhh! Cream my shorts I did!

This is excellent Johan. Well worth the wait =)

PostPosted: May 9, 2003 @ 5:44pm
by egarayblas

Small error in doc

PostPosted: May 9, 2003 @ 10:31pm
by efortier
Here is a small error I found in the doc:

in AlphaBltFast():

Flag in docs: GDABLTFAST_OPACITY
Flag in header: GDALPHABLTFAST_OPACITY

--Eric

PostPosted: May 9, 2003 @ 10:53pm
by efortier

PostPosted: May 10, 2003 @ 9:14am
by scoreman

PostPosted: May 10, 2003 @ 9:20am
by efortier

PostPosted: May 12, 2003 @ 8:35am
by Johan

PostPosted: May 12, 2003 @ 9:08am
by efortier
sbl: Thanks a lot for the above information.

Regarding the DrawText(), I really miss the easy way of setting the colors of the default font. I used different colors in a status window in order to depict various message: Red = combat info, green = exploration info, etc. And I render the status window on each frame.

Did the old way of specifying the colors in DrawText() with system font internally used RenderSystemFont()? If not, isn't the new method forcing us to make a new surface for each color we need?

The old method was quick and very easy to use.

Thanks!

--Eric

PostPosted: May 12, 2003 @ 9:13am
by Johan
efortier: While the old system font was easy to use, it was slow and wasn't cache-optimized. I though most people was going to use it for FPS counters during development, but instead many use it in their final game for significant amounts of text.

I would not recommend re-rendering the entire system font on each frame since it's slow. The system font is included with the distribution (in the Misc folder), so you can simply use that and colorize it... Sorry for the hazzle, but the old system font was simply not a good implementation.