Quote from: Ian Price on 2011-May-22I'm using backbuffer to create a few background image that change slightly at every frame... I'll still have a look to polyvectors then.
No need to use backbuffers (unless you mean images as backgrounds, you could use POLYVECTORs for these too BTW).
Yes MSDN is indeed an unfair comparison - but then you could you recreate PacMan in two hours with tools from M$?
I could easily clone PacMan with GDI+; but it's unfair too, I'm working with it everyday :p
Quote from: Leginus on 2011-May-22Thanks, I'll toy with that (and look for further exemples with polyvectors.)
if it helps, here is my polyvector function which you can call very similar to drawsprite.Code (glbasic) Select
FUNCTION PolyDrawSprite : SprNum%,Xpos,Ypos,W,H,PolySprite
//**************************** ************************
//* Draws polyvector sprite
//*
//* Called By : (GameFunctions) - DrawHero
//*
//* Calls : None
//***************************************************
IF PolySprite = 1
STARTPOLY SprNum
POLYVECTOR Xpos, Ypos, 0, 0, RGB(255, 255, 255)
POLYVECTOR Xpos, Ypos+H, 0, H, RGB(255, 255, 255)
POLYVECTOR Xpos+W, Ypos+H, W, H, RGB(255, 255, 255)
POLYVECTOR Xpos+W, Ypos, W, 0, RGB( 255, 255, 255)
ENDPOLY
ELSEIF PolySprite =0
DRAWSPRITE SprNum,Xpos,Ypos
ENDIF
ENDFUNCTION
You can call it like this :Code (glbasic) Select
PolyDrawSprite(54,100,200,50,60,1)
PolyDrawSprite(imgNo,Xpos,Ypos,Width,Height,1)
The"1" on the end switches between normal drawsprite and polydrawsprite.
You only have to provide width and height for a polydraw sprite, otherwise it is ignored.
This doesnt use all the polyvector functions such as colour tinting and stretching etc. but as a simple sprite to polyvector conversion its easy if you don't know how and saves typing it all in every time