09-14-2025, 04:48 AM
How do i use them? Can i use MAPTRIANGLE with them? Does the screen need to be in a special mode? Etc... any guidance would be great as all I get is errors!
Thanks
John
Thanks
John
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Hardware images...Talk to me!
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09-14-2025, 04:48 AM
How do i use them? Can i use MAPTRIANGLE with them? Does the screen need to be in a special mode? Etc... any guidance would be great as all I get is errors!
Thanks John
There was discussion of hardware Steve and Pete? just try a search on Hardware or hardware image or wait til Steve wakes up
724 855 599 923 575 468 400 206 147 564 878 823 652 556 bxor cross forever
09-14-2025, 11:01 AM
(This post was last modified: 09-14-2025, 11:03 AM by aadityap0901.)
You can use Hardware Images by copying image with the second argument 33
Code: (Select All)
You can use _MapTriangle with it, and this function led to a series of Minecraft Clone: Minecraft Clone | QB64
09-15-2025, 08:05 AM
I use hardware acceleration to add graphics to some of my SCREEN 0 stuff.
https://qb64phoenix.com/forum/showthread.php?tid=3584 https://qb64phoenix.com/forum/showthread.php?tid=3600 https://qb64phoenix.com/forum/showthread.php?tid=3402 https://qb64phoenix.com/forum/showthread.php?tid=3581 Pete
09-15-2025, 10:56 AM
The basic breakdown over hardware images:
1) Hardware images are basically static images. Once you make them, you can't change them. 2) The hardware screen is *always* a 32-bit screen of set pixel sizes. You can't resize it. If, as Pete mentioned, you're working in a SCREEN 0 text screen, the HARDWARE screen is going to be width * _fontwidth, height * _fontheight in size. All other screens, it's simply going to match your width and height in pixels of the screen. 3) All you can basically do is put information to the hardware layer. You don't read it back or alter it or interact with it. You simply take your finished image (built it in software if you need to draw/write on the screen), copy it to hardware, and then _PUTIMAGE or _MAPTRIANLGE to place it on the screen. 4) Once all your images are in place on the hardware screen, you have to _DISPLAY to render them and draw them. 5) Don't forget to _FreeImage when done with them, like any other image to release that handle. Code: (Select All)
Now there's a lot of stuff left out of that code above such as how x/y might change, or how the loop might become done, but what it focuses on is the steps to create your hardware image, place it on the hardware layer, and then display and free it. It's the whole shebang of the process drawn out for you step-by-step. If you have any more questions, feel free to ask, but it really is just that simple of a set-up for basic usage. Everything else beyond is just adding bells and whistles and shortcuts or minor tweaks to the process.
09-22-2025, 11:12 PM
Hi Unseen Machine
a hardware image demo ![]() and here the code Code: (Select All)
You can enjoy about mouse buffer that emulates a history movement of mouse's cursor. |
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