MazeWizzard
14 years agoVisitor
roSprites and Draw()
OK. compositor.DrawAll() clears the screen... or at least appears to....(Dang!) stopping pre-drawing a background image unless said image is a sprite. Even that would be OK, but the blit for the entire screen (with AlphaEnabled(true) since we are dealing with sprite drawing while using DrawAll() ) is expensive.
non-double-buffered screens flicker and are not an option. Double buffering requires redrawing the entire screen per the documentation (assume the back-buffer is in a garbage state... or at least it's in an obsolete state).
Draw() only draws dirty sprites, which is fine if I had a way to mark a sprite as dirty. So the question becomes:
"What is the fastest way to mark a sprite as dirty?"
Just move it back and forth 1?
Or has anyone figured out a way to use DrawAll() that doesn't wipe out the current target?
non-double-buffered screens flicker and are not an option. Double buffering requires redrawing the entire screen per the documentation (assume the back-buffer is in a garbage state... or at least it's in an obsolete state).
Draw() only draws dirty sprites, which is fine if I had a way to mark a sprite as dirty. So the question becomes:
"What is the fastest way to mark a sprite as dirty?"
Just move it back and forth 1?
Or has anyone figured out a way to use DrawAll() that doesn't wipe out the current target?