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Re: [OT] Bitmaps for controls
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Re: [OT] Bitmaps for controls


  • Subject: Re: [OT] Bitmaps for controls
  • From: Urs Heckmann <email@hidden>
  • Date: Wed, 16 Oct 2002 14:25:27 +0200

Hi Art,

I'm not using the offscreen graphics world for double-buffering but rather to get the PICT resource's PixMap... the only way I've found to blit an isolated segment of a picture to the screen is via CopyBits... there's no DrawPicture(pic, srcRect, destRect), only DrawPicture(pic, destRect) so the solution I came up with was to draw the entire picture into an appropriately sized offscreen graphics context and blit from the associated PixMap.

You could draw the picture with a clipping region...? Dunno if this causes a high overhead or if QD handles this intelligent (first checking for "white" Pixel, then drawing it).

Also, if you really want to drive with that old wheel, I'd point you to SpriteWorld which is a modular library for game design that does exactly what you need with blitters that are faster than copybits. - And it is X + classic.

http://www.spriteworld.org/

I have used that in 1999 for the Sequencer I created for Sony Music Box. It's easy, it's fast and it's well documented with many examples. (Now that I recall this, I may have a look at it again myself...)

You'll notice in VSTGUI a class called CCashedPict (sic)... for Mac-only... I suspect that Yvan did something similar, though the header file doesn't give much hint as to the implementation.

Maybe. They have always been quite silent on that :-(

Oh, and Quartz2D isn't an option if you have to maintain a commercial product line on 9... :(

I almost forgot...

... but there are no AUs on 9 anyway...?

Cheers,

;) Urs
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 >Re: [OT] Bitmaps for controls (From: Art Gillespie <email@hidden>)

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