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@thellier
They changed byteperrow alignment, I head some trashing in Excalibur as well, because I got a few extra bytes at right side of my Bitmaps, this also effects BMA_Width, I head to switch to BMA_ACTUALWIDTH, in my code to work like it used to, I think this was is what's causing the problems.
BMA_Width returns a padded width with extra pixels, while BMA_ACTUALWIDTH returns the number of pixels you allocated when creating the bitmap.
P96BMA_BYTESPERROW is broken, do not use it, lock the bitmap and get BytesPerRow from RenderInfo struct.
Tring to calculate bytes per row your self is just wrong, always get bytes per row from a bitmap lock, if you need it.
If the demo/games/programs do not blank out padded bytes, you can get parasitic pixels, when using composition.
Edited by LiveForIt on 2015/2/6 14:10:15
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