Page 1 of 1

Which way is faster to render multiple images in window?

Posted: Thu Oct 06, 2016 2:18 pm
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

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

Posted: Sat Oct 08, 2016 9:07 am
by Fred
Windowedscreen will be much faster as it uses WebGL (ie hardware accelerated) if possible

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

Posted: Sat Oct 08, 2016 9:58 am
by SparrowhawkMMU
Fred, perfect - that's exactly the info I needed. Thank you.