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Re: Picture blending speeds

To: REALbasic NUG <realbasic-nug at lists dot realsoftware dot com>
Subject: Re: Picture blending speeds
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Tue, 18 May 2004 08:53:50 -0500
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References: <431DDA10-A885-11D8-8C92-003065D65A8C at cs dot otago dot ac dot nz> <E65C6A22-A8C5-11D8-9D8E-000393B48432 at optonline dot net> <44121CAE-A8CE-11D8-AFCE-00039310B7DA at yahoo dot fr>
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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