RE: [GD-Windows] XLATEOBJ_hGetColorTransform
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From: Brian H. <bri...@py...> - 2002-01-09 18:23:53
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Well, I didn't want to use DDBs because right now my blitter architecture is structured to support 16-bit sprite->backbuffer blits and a 16-to-N-bit backbuffer->frontbuffer blit. I don't mind letting Windows handle the color transform, I was just hoping that in the cases where it WAS unity, that it would be fast. The problem with DDBs is then I have to write a bunch of different blitters for a bunch of different formats. It may not be all that bad, e.g. 15, 16, 24 and 32-bit blitters would be reasonably easy to write, but it would add a considerable amount of ugliness to the code -- and that's assuming that I don't have to deal with different masks and offsets for RGB within a format. Oh well, guess you can't have everything =) Brian > Have you tried using DDBs instead of DIBs? You should get > better performance that way because they should be stored in > a device friendly way. Might be worth doing a quick DDB v DIB > performance comparison. I'd certainly be interested in the result :) > > Andrew Grant > Hothouse Creations |