At 3:21 PM +0200 5/18/04, olivier wrote:
is what the capacities of ComponentX and Einhugur plug-ins can be
used for images in a spritesurface ?
I suppose this depends on what you want to do. You certainly could
use an image manipulation plug-in to construct a sprite image, but
well, see next question.
finally with plugins ComponentX and Einhugur pictureEffects, can one
have masks in spritesurface and faster sprites ?
No, the SpriteSurface's inner workings are not going to be affected
by how you construct or manipulate your images.
However, if you want something that's *like* a SpriteSurface, but is
not actually the SpriteSurface control, then you have a lot of
options. You could do it yourself in a Canvas as described in RB
Developer issue 1.1. You could use an Rb3DSpace (also described
there, and demonstrated by Armageddon for example [1]). You could
make use of a something like John Balestrieri's "SuperSpriteSurface"
module (though that currently runs only on the Mac).
You might want to join the realbasic-games list for discussion about
the best way to approach your sprite project.
Cheers,
- Joe
[1] http://www.codenautics.com/armageddon/
--
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| Joseph J. Strout REAL Software, Inc. |
| joe at realsoftware dot com http://www.realsoftware.com |
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