In my current project I need to draw a complex background as a background for a few UITableView cells. Since the code for drawing this background is pretty long and CPU heavy when executed in the cell
I\'m working on a tilemap implementation with blitting (in Flash but I don\'t think it\'s language relevant).The problem I\'m having is that as I pan my camera around, 1 pixel seams start to become vi
I was working on some blitting code today and after profiling it found that I was creating 1000s of new rectangles.I was shocked because I only had 1 or 2 different new Rectangle() calls or I was usin
Source is either PNG or GIF where the pixels that should be \"colorized\" are white. Background can be either black or transparent, whichever is easiest.
I have a timer = TTF_RenderText_Solid( tfont, timeStr.str().c_str(), txtColor ); applySurface(500, 30, timer, screen);
I have subclassed View and do some bitmap drawing inside of the onDraw method. This view is then placed in a horizontal scrollview. Some of the time the bitmaps will not be visible since they are scro
I have two BitmapData objects with alpha channels. I\'d like to combine them into a single one by using max(channel_image_one, channel_image_two) for each channel, including the alpha. Is there an eas
I\'m working on a thing where I want to have the output option to go to a video overlay.Some support rgb565,If so sweet, just copy the data across.
What I am trying to do is create a viewport to view a small portion of a background. (And later put sprites in).