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DirectDraw surface question.

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Sup, recently I have been flicking through a game development book, and noticed that the author had handled animation in a diferent way that I have in the past. I have an image with all the frames for all the animations of a specific object and use some game logic to find the right rectangle to blit (so that there is only one surface per bitmap). The author of the book however had a different aproach; which was to determine all the frames during the initialization phase and then create a surface for each frame of animation. I was just wondering about any advantages/disadvantages of using either technique? Cheers, Toby.

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Little difference I would suspect. What you do need to do though is make sure you cram stuff into your textures as bigger textures means switching textures less often which gives a good performance improvement

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