Which way is faster to render multiple images in window?

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SparrowhawkMMU
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Which way is faster to render multiple images in window?

Post by SparrowhawkMMU »

Fred / others,

What is generally faster in SpiderBasic for the following scenario: I need to display up to approx 30 images with transparency overlapping each other in a rectangular area, clipped. Speed is of the essence.

- a WindowedScreen with lots of Sprites ?
or
- a Canvas gadget with lots of DrawImage() commands ?

I don't want to go wandering down the wrong route only to have to rewrite the whole lot. Speed trumps all in this scenario. A bonus would be the ability to resize a image/sprite before rendering it, but that is secondary to speed as I can pre-load all necessary sizes of each image (there are a max of 8 per image)

Thanks
Fred
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Re: Which way is faster to render multiple images in window?

Post by Fred »

Windowedscreen will be much faster as it uses WebGL (ie hardware accelerated) if possible
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SparrowhawkMMU
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Re: Which way is faster to render multiple images in window?

Post by SparrowhawkMMU »

Fred, perfect - that's exactly the info I needed. Thank you.
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