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#1 Old About clipping Image - 2004-06-11, 10:18

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noise_from_guitar
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When I open some png files in JAR, I found that the png files in those games that produced by gameloft use a lot of clipping.

Their character is separated into many parts. Some of them are even rotated.

Is this kind of png generated by programme or arranged manually ?

So, when they paint a character, are they painting the whole large png several times and setClip in order to paint a single character ? If they do so, the game should be real slow. Am I right ? However, the game performance are very great.
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#2 Old 2004-06-11, 11:35

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ankur_k
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Hi ,
I am also using clipping but it doesnt get very slow.
I think if you paint the image excessively in a single frame then may be it will get slow. But I havent found it slow.

Ankur
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#3 Old 2004-06-11, 15:25

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shmoove
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Also using the DirectGraphics interface they could be producing single images from the big one, and maintain transparency (except in Series 60), and flip images, etc.

shmoove
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#4 Old 2004-06-16, 09:02

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sharad_unn
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Some phones of Nokia say 6600
does not support Clipping and DirectGraphics together.
It does not clip the image rather the entire strip is
displayed if u are using drawImage using the reference of
DirectGraphics.
This is really unsual.
As far as Gameloft is concerned i belive that they have
done the entire coding using drawPixel which is a very tedious
job.
And the detection is Pixel detection rather than block/brick/tile detection.
Anyway Hats Off to Gameloft developers, Splinter Cell is something great
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#5 Old 2004-06-16, 15:38

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ankur_k
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It does support both DirectGraphics and clipping.
Clipping is just a part of your complete image which you are displaying.
Ankur
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#6 Old 2004-06-16, 17:34

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sharad_unn
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Hi Ankur,

I think u have not tested any application that uses
DirectGraphics & Clipping on 6600 Nokia Device.
I really does not work.
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#7 Old 2004-06-18, 07:33

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ankur_k
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I have worked on a game with huge image & clipped the image and use DirectGraphics simultaniously.
I was having the problem very rarely that the clipped image doesnt appear on the phone. the same code properly worked on 3650. But some changes while using the instance of DirectGraphics have solved the problem.

Ankur
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#8 Old 2004-06-18, 07:42

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ankur_k
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Hi Sharad,

I have forget to tell you to use ClipRect method.
Have you used ClipRect after SetClip? It is useful on 6600.
Do use and check.

Ankur
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#9 Old 2004-06-18, 07:49

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sharad_unn
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The phone i am talking is 6600 its an MIDP 2.0 phone
where the entire strip is displayed instead of one image.
I have tried the same code with 3650, 3660
It works absolutely fine.
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#10 Old 2004-06-18, 07:52

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sharad_unn
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Thanks for the solution.
You after all that frustation what i did
i made 2 image strip
for right & left direction.
I used the respective image for drawing on the canvas
use the Graphics object and not the DirectGraphics object
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#11 Old 2004-06-19, 07:04

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ankur_k
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This is ok if you are using very less images. But if you are using many images and that too very huge then you may have to look at the clipping with DirectGraphics.

Ankur
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