Page 1 of 1

Running the desktop version at other resolutions

PostPosted: May 29, 2002 @ 8:26pm
by Guest

PostPosted: May 29, 2002 @ 8:40pm
by Hosed

PostPosted: May 30, 2002 @ 4:28am
by tedson

PostPosted: May 30, 2002 @ 11:06am
by Johan

PostPosted: May 30, 2002 @ 4:51pm
by Guest
I figured out most my problems. I was using an old version of GapiDraw. It will be insteresting to see if the switch fixes all my bitmap problems as well.

PostPosted: May 30, 2002 @ 5:05pm
by tedson
I realize you are aimed more at the PDA market but your APIs are wonderfully easy to use (much better than directdraw) and they are keeping me from being forced to do a real port of my game. It would be great if there was a more optimized x86 version of GapiDraw.

PostPosted: May 30, 2002 @ 5:20pm
by Johan
:) I have several surprises waiting to be announced in GapiDraw 1.02..

/Johan

PostPosted: May 30, 2002 @ 5:54pm
by tedson
You had to go and say something like that. Now I'm going to be all impatient. Its going to be like waiting for Christmas.

What did you say was that release date for 1.02? :wink:

PostPosted: May 31, 2002 @ 7:13am
by Hosed

PostPosted: Jun 1, 2002 @ 1:08am
by Johan
Hohum. Just found a small image lying around.. Basically, with GapiDraw 1.02, the DirectDraw bridge is a 1:1 implementation (where GapiDraw always draws in a format compatible with the native pitch of the DirectDraw back buffer). I will do some more modifications, but it is currently very possible to create "real" games that runs in both 640x480 and 800x600 @ 50 fps (my crappy laptop could only show 500 sprites in 640x480, but this machine could be considered low end by todays standards).

Image

PostPosted: Jun 1, 2002 @ 1:36am
by tedson
Excellent!