Re: Virtual displaying of images
- Posted by Ricardo Niederberger Cabral <rnc at INFOLINK.COM.BR> Jul 29, 1997
- 897 views
>> I want to create a huge image containing all the map of the game, but to >> create that I need a method for "displaying" an image in this big image, I >> tried this: >> But it's extremely slow, do you know a better (faster) way for doing this >> or this is the best method ? > Don't use a sequence, but allocated memory. > You can use my GFX or you can simply rewrite it for allocated >memory. > If you want to write your own routine, you need to calculate the >start offset, and add the widht of the inside image, then you skip >until your at your start offset + the width of the huge bitmap. Do >this for as many lines (height of inside bitmap) you want. > If you would use my GFX you can use the function DisplayImageVS and >SaveImageVS. You simply make a screen as large as the huge bitmap, >then you display the huge bitmap on the screen. Then you set the >dimensions and location of the small/inside bitmap with SetView and >then you can use DisplayImageVS and SaveImageVS. THey will then only >work with the view/section you specified with SetView. > Hope this helps (It was a bit complicated) Thanks, I'll try your code. The method I want doesn't need to be so complex, I'm trying to do a game in the Warcraft style, a background that scrolls one tile at a time (not like Command & Conquer, that scrolls pixel by pixel). I'm testing to see wich is the best method: Reading a map variable and displaying tile by tile the current screen or displaying the entire region of the map, like a bitmap. If I use the last method, I would need a 4096 X 4096 image (if the map size if 128 X 128 tiles and each tile is 32 X 32 pixels), but when I fill this huge image with the map data, it takes a lot of time using my code. I think Warcraft II uses the second method, Am I right ? --- Ricardo Niederberger Cabral rnc at infolink.com.br