Re: Graphics.drawImage() vs Graphics.drawRGB()
James Closs <[email protected]>
| Newsgroups | gmane.comp.java.sun.kvm |
|---|---|
| Message-ID | <[email protected]> |
Thanks Eliot and Robin for your input. I'm not really worried about supporting some of the much older handsets. Motorola v525 is about as old / low spec as I go now. I seem to have drawRegion() working OK on the k800 now, was just thought it would be a bit more elegant (and possibly faster) than the old clipRect/drawImage scenario which often involves a lot of method calls to remember and reset the original clip. Not really worried about transformations. I'm particularly interested in the RGB stuff for creating semi- mutable transparent images, ie create a mutable image / do some drawing / make an immutable image from it and add transparency. This will be very useful particularly when rendering graphical fonts and the like and seems to work OK so far, thought it would probably be too much of a 'sledghammer' approach to do every frame. Shame about Graphics.drawRBG(), that would have been cool, too good to be true I guess... Haven't tried messing about with raw PNG data but it's probably something I should look into. cheers > 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, Director, bitBull Ltd http://www.bitbull.com 07771 991171 ==== =========================================================================== To unsubscribe, send email to [email protected] and include in the body of the message "signoff KVM-INTEREST". For general help, send email to [email protected] and include in the body of the message "help".