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Lightweight offscreen buffer support 

The following functions provide support for creating, destroying and copying the contents of lightweight buffers to device contexts. Lightweight buffers may exist in system memory or hardware video memory. They are like a device context in that they can exist in video memory, but they have no rendering state associated with them so you cannot draw on lightweight buffers directly. Generally lightweight buffers are filled with bitmap data and used for fast sprite animation.

The data can be copied using a simple solid copy, with arbitrary stretching and shrinking of the data to a different-sized destination rectangle and with source transparency for drawing transparent sprites for animation. You can also draw just a section of the lightweight buffer on the device context as well.

MGL_copyBitmapToBuffer

MGL_copyToBuffer

MGL_createBuffer

MGL_destroyBuffer

MGL_lockBuffer

MGL_putBuffer

MGL_putBufferDstTrans

MGL_putBufferDstTransSection

MGL_putBufferFx

MGL_putBufferFxSection

MGL_putBufferPatt

MGL_putBufferPattSection

MGL_putBufferSection

MGL_putBufferSrcTrans

MGL_putBufferSrcTransSection

MGL_stretchBuffer

MGL_stretchBufferFx

MGL_stretchBufferFxSection

MGL_stretchBufferSection

MGL_unlockBuffer

MGL_updateBufferCache

MGL_updateFromBufferCache

 

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