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DirectDraw support?

 
 
Jeroen CEuppens
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Posts: n/a
 
      20th Nov 2003
Does CF has support for DirectDraw? or has it calls to it?

I need some info about it, maybe these DirectDraw drivers make the
performance of some drawing functions better....

Thx
Jeroen


 
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Chris Tacke, eMVP
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      20th Nov 2003
There are no DirectDraw methods for the CF

--
Chris Tacke, eMVP
Co-Founder and Advisory Board Member
www.OpenNETCF.org
---
Windows CE Product Manager
Applied Data Systems
www.applieddata.net


"Jeroen CEuppens" <(E-Mail Removed)> wrote in message
news:%(E-Mail Removed)...
> Does CF has support for DirectDraw? or has it calls to it?
>
> I need some info about it, maybe these DirectDraw drivers make the
> performance of some drawing functions better....
>
> Thx
> Jeroen
>
>



 
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Alex Yakhnin [MVP]
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      20th Nov 2003
Take a look at GAPI. It's not a DirectDraw, but still
allows direct access to the screen buffer:

http://www.microsoft.com/downloads/details.aspx
FamilyID=0887887e-8010-4ff5-9833-4499e3328d21

HTH... Alex
--
Alex Yakhnin, .NET CF MVP
http://www.intelliprog.com
http://www.opennetcf.org
http://blog.opennetcf.org/ayakhnin


>-----Original Message-----
>Does CF has support for DirectDraw? or has it calls to it?
>
>I need some info about it, maybe these DirectDraw drivers

make the
>performance of some drawing functions better....
>
>Thx
>Jeroen
>
>
>.
>

 
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Bill Draper
Guest
Posts: n/a
 
      21st Nov 2003
I would strongly suggest doing your homework on DirectDraw before going down
that route. I've used it and love it, but it's a world of its own. Like so
many choices, it's a great technology for some applications, and not right
for others. Unless drawing performance is the absolute highest priority in
your application, you may get the performance you need by optimizing your
managed graphics code, or even writing some of your graphics code using
unmanaged Win32 calls in C++ (using DIBSections, etc.)

What specifically are you trying to improve the performance of?

Bill


"Jeroen CEuppens" <(E-Mail Removed)> wrote in message
news:%(E-Mail Removed)...
> Does CF has support for DirectDraw? or has it calls to it?
>
> I need some info about it, maybe these DirectDraw drivers make the
> performance of some drawing functions better....
>
> Thx
> Jeroen
>
>



 
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Jeroen Ceuppens
Guest
Posts: n/a
 
      22nd Nov 2003
The program has 2 threads, 1 for user input, the other for drawing bmp
(300kb, 480x640), 10 images /second is possible with the hardware, maybe the
directdraw is better in drawing for these application

Thx
Jeroen

"Bill Draper" <(E-Mail Removed)> schreef in bericht
news:(E-Mail Removed)...
> I would strongly suggest doing your homework on DirectDraw before going

down
> that route. I've used it and love it, but it's a world of its own. Like so
> many choices, it's a great technology for some applications, and not right
> for others. Unless drawing performance is the absolute highest priority in
> your application, you may get the performance you need by optimizing your
> managed graphics code, or even writing some of your graphics code using
> unmanaged Win32 calls in C++ (using DIBSections, etc.)
>
> What specifically are you trying to improve the performance of?
>
> Bill
>
>
> "Jeroen CEuppens" <(E-Mail Removed)> wrote in message
> news:%(E-Mail Removed)...
> > Does CF has support for DirectDraw? or has it calls to it?
> >
> > I need some info about it, maybe these DirectDraw drivers make the
> > performance of some drawing functions better....
> >
> > Thx
> > Jeroen
> >
> >

>
>



 
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Bill Draper
Guest
Posts: n/a
 
      22nd Nov 2003
DirectX may be your best choice. There are great articles online as well as
a few good books. I would suggest learning all you can about DirectX
(including difference between full screen, exclusive mode and a windowed
app) as well as DIBSections before starting down a path. These decisions can
have significant impact on how you structure your app and each has its own
tradeoffs. Plus, consider whether your app may be best implemented as a C++
app using eVC instead of as a Smart Device App.

Have you experimented with these technologies? Do you already know that you
can't get the performance you need from a Compact Framework App?

Bill


"Jeroen Ceuppens" <(E-Mail Removed)> wrote in message
news:(E-Mail Removed)...
> The program has 2 threads, 1 for user input, the other for drawing bmp
> (300kb, 480x640), 10 images /second is possible with the hardware, maybe

the
> directdraw is better in drawing for these application
>
> Thx
> Jeroen
>
> "Bill Draper" <(E-Mail Removed)> schreef in bericht
> news:(E-Mail Removed)...
> > I would strongly suggest doing your homework on DirectDraw before going

> down
> > that route. I've used it and love it, but it's a world of its own. Like

so
> > many choices, it's a great technology for some applications, and not

right
> > for others. Unless drawing performance is the absolute highest priority

in
> > your application, you may get the performance you need by optimizing

your
> > managed graphics code, or even writing some of your graphics code using
> > unmanaged Win32 calls in C++ (using DIBSections, etc.)
> >
> > What specifically are you trying to improve the performance of?
> >
> > Bill
> >
> >
> > "Jeroen CEuppens" <(E-Mail Removed)> wrote in message
> > news:%(E-Mail Removed)...
> > > Does CF has support for DirectDraw? or has it calls to it?
> > >
> > > I need some info about it, maybe these DirectDraw drivers make the
> > > performance of some drawing functions better....
> > >
> > > Thx
> > > Jeroen
> > >
> > >

> >
> >

>
>



 
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