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zhang li Guest
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Posted: Fri Jun 27, 2003 11:27 pm Post subject: Re: Scrolling Bitmat using Directx |
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| Quote: | I was thinking that scrolling a BMP pixel by pixel on the screen was an
easy
matter.
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Try set Top and Left to newly position of MainForm.
May wrap the Bitmap before moving.
Li
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Gnum Guest
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Posted: Thu Jul 10, 2003 7:06 am Post subject: Re: Scrolling Bitmat using Directx |
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You should sinchronize actual drawing of the next frame to screen
with real-timer or in a best way with monitor-refresh rate.
It's independent of kind of changes on a picture (scrolling,
moving any objects, transparency changes...)
Have fun!
Gnum
"Jhon C." <m_moioli (AT) libero (DOT) it> сообщил/сообщила в новостях следующее:
news:3ef8716c (AT) newsgroups (DOT) borland.com...
| Quote: | Hi,
I was thinking that scrolling a BMP pixel by pixel on the screen was an
easy
matter.
First of all I tried scrolling a TImage on the form's canvas of my
application and
the result was not good (increasing the speed the scrolling lost
fluidity).
So I tried with the direct X.
Now I think to be arrived at a dead point:
actually my SW load the bmp in a "off-screen" surface and then using
BltFast
method the bmp is copied scrolled
into the primary visible surface.
Into the BMP I have a text that I want scroll on video so I copy a
scrolled
section of the source bmp
always in the same point of the the visible surface.
All is done into an hight priority thread and the bmp is very small.....
it's incredible but the problem persist: the image don't scroll fluidly.
I also tryed to use different types of time calculation :
GetTickCount,Sleep,QueryPerformanceCounter but with not
better results.
The BMP or dither or go fluid for some seconds and then jump a pixel...
it's
no a good result!!!
Is there anyone that can help me?
I was thinking that was an easy matter.......
Thank you very much to all.
Bye
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