Re: Graphics.drawImage() vs Graphics.drawRGB()

Elliot Sumner <[email protected]>
Newsgroups gmane.comp.java.sun.kvm
Message-ID <[email protected]>
Graphics.drawRegion()

Ok, if you don't use the rotation facilities.
But clipRect/drawImage for MIDP 1.0 generally works just as well...

Image.createRGBImage()

Again, ok from what I have seen. Can be very slow if not done right.

Image.getRGB()

Seen some issues with memory leaks.

I recommend not using the RGB specific code on a per frame basis, but 
generating the required assets
at load time and using standard drawImage() calls.

I generally work around this by loading the raw PNG bytes and 
adding/modifying chunks if I need to
change the pallete or image alpha.

James Closs wrote:
>> Unimplemented on some handsets, buggy on many others, slow on some.
>>  
>> It's broken on more handsets than it is slow on.
>
> Groan - and there was me getting all excited. Thanks very much though.
>
> What about...
>
> Graphics.drawRegion()
> Image.createRGBImage()
> Image.getRGB()
>
> ?
>
> Last two seem to be OK for me on the SEk800, drawRegion seems to be 
> doing strange things but it could be my code...
>
> cheers
>
> ====
>
>
> James Closs, Director, bitBull Ltd
>
>
> http://www.bitbull.com 
>
>
> 07771 991171
>
>
> ====
>
>
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-- 
Elliot Daniel Sumner
Mobile Developer
Emote Games Ltd.
telephone : +44 (0)151 224 7767
mobile    : +44 (0)777 324 0527
skype     : elliot.sumner
email     : [email protected]



-- 
Emote Games Ltd. is a company registered in England and Wales No.
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Liverpool, Merseyside L1 6ER    http://www.emotegames.co.uk/

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