Home » U++ Library support » Draw, Display, Images, Bitmaps, Icons » Help Propblem work buffer
Re: Help Propblem work buffer [message #45017 is a reply to message #45014] |
Tue, 18 August 2015 20:07 |
|
mirek
Messages: 14160 Registered: November 2005
|
Ultimate Member |
|
|
situkhan wrote on Mon, 17 August 2015 13:09
void AboutForm::Paint(Draw& w)
{
if(m_Tick++ > 10)
{
m_Tick = 0;
m_Water.WarpBlob(rand()%320,rand()%512,rand()%320,rand()%302,m_Water.m_iHpage);
}
m_Water.Fdensity = 5;
m_Water.FbDrawWithLight = FALSE;
m_Water.FbCalcBigFilter = FALSE;
//// DWORD m_ImageIn[320*512],m_ImageOut[320*512];
m_Water.Render(m_ImageIn,m_ImageOut);
memcpy((void*)m_DestImage.Begin(),(void*)m_ImageOut,320*512*4); /// Direct
//w.DrawImage(0,0,320,512, m_DestImage); //// ---- Ceases to work after the first run ???
w.DrawImage(1,1,320-1,512-1, m_DestImage); //// ---- Working
SetTimeCallback(10, THISBACK(Render));
}
Hard to say without seening more of code. If m_DestImage is Image, your code is wrong, because you cannot overwrite Begin just as you do. If it is ImageBuffer, it is wrong too, because conversion ImageBuffer -> Image destroys the source.
I can see that you are rendering everything in DWORDS anyway and your problem is just to render it on screen. If that is true, you can bypass Image altogether - there is nice small function called SetSurface
void SetSurface(Draw& w, const Rect& dest, const RGBA *pixels, Size srcsz, Point poff)
which should exactly solve your problem IMO. Note that SetSurface has "backup path" in case that target Draw does not support it...
Mirek
|
|
|
Goto Forum:
Current Time: Sun Dec 08 04:21:37 CET 2024
Total time taken to generate the page: 0.01916 seconds
|