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Re: SpriteSurface on Windows SOLVED (?) (Real Studio network user group Mailinglist archive)

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Re: SpriteSurface on Windows   -   joe strout.net
  Re: SpriteSurface on Windows SOLVED (?)   -   Thomas Moore
   Re: SpriteSurface on Windows SOLVED (?)   -   joe strout.net
    Re: SpriteSurface on Windows SOLVED (?)   -   Thomas Moore

Re: SpriteSurface on Windows SOLVED (?)
Date: 28.08.07 05:15 (Mon, 27 Aug 2007 21:15:25 -0700)
From: Thomas Moore
The solution appeared to be to make the SpriteSurface's depth 32
instead of 8. Not very intuitive, but now my Windows executable
works. However, in trying to make a simple project to submit with a
bug report, now I can't reproduce the problem, so I am not *certain*
that this was the fix.

Thanks for responding, Joe. Yes, the sprites really were leaving
trails. If I can get a sample project that reliably demonstrates the
problem, I will submit the bug.

Tom

On Aug 27, 2007, at 7:35 PM, <email address removed> wrote:

>> OK, I am perplexed. I wrote a program that uses SpriteSurfaces. I did
>> what the Language Reference recommended: I set up a timer to call the
>> Update method of the SpriteSurface, then put my code to update
>> positions of the various Sprites in the NextFrame event handler. The
>> program works great in OS X.
>>
>> However, on Windows, the sprites leave images behind them as time
>> progresses. I can't figure out how to stop this.
>
> It should be impossible for a sprite to leave a trail (well, nearly
> impossible -- you'd have to actually work at it to create that
> effect).
> If that's what you're saying, you should report it immediately as a
> bug.
>
> Best,
> - Joe

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Re: SpriteSurface on Windows SOLVED (?)
Date: 28.08.07 15:26 (Tue, 28 Aug 2007 08:26:24 -0600)
From: joe strout.net
On Aug 28, 2007, at 04:15 UTC, Thomas Moore wrote:

> The solution appeared to be to make the SpriteSurface's depth 32
> instead of 8. Not very intuitive, but now my Windows executable
> works. However, in trying to make a simple project to submit with a
> bug report, now I can't reproduce the problem, so I am not *certain*
> that this was the fix.

Weird. However, I wouldn't be surprised if trying to use 8-bit color
is involved. 8-bit support has been fading for years, both from RB and
from the OSes (especially OS X, but maybe too on Windows). And 8-bit
hasn't actually been faster than 32-bit color for a long time, so even
if 8-bit worked, I'd recommend using a depth of 16 or 32 anyway.

Best,
- Joe

Re: SpriteSurface on Windows SOLVED (?)
Date: 28.08.07 17:45 (Tue, 28 Aug 2007 09:45:25 -0700)
From: Thomas Moore
Yeah, so it probably shouldn't be the default depth. (I'm still
trying to reproduce the problem reliably.) Tom

>> The solution appeared to be to make the SpriteSurface's depth 32
>> instead of 8. Not very intuitive, but now my Windows executable
>> works. However, in trying to make a simple project to submit with a
>> bug report, now I can't reproduce the problem, so I am not *certain*
>> that this was the fix.
>
> Weird. However, I wouldn't be surprised if trying to use 8-bit color
> is involved. 8-bit support has been fading for years, both from RB
> and
> from the OSes (especially OS X, but maybe too on Windows). And 8-bit
> hasn't actually been faster than 32-bit color for a long time, so even
> if 8-bit worked, I'd recommend using a depth of 16 or 32 anyway.
>
> Best,
> - Joe

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