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Offline calzada

Junior Devvie

m3g is the truth

« Posted 2005-01-31 09:23:06 »

My first question is:
Is g.setClip time consuming?

in my canvas, I draw many sprites using:
for(...) {
   g.setClip(x, y, imgW,imgH);
   g.drawImage(myImage, imgX, imgY, MY_FLAGS);
   g.setClip(0, 0, screenWidth, screenHeight);

I'd like to know the purpose of a call to:
g.setClip(0, 0, screenWidth, screenHeight);

Is it to flag the part of the screen to refresh?
Can call it only one time after all my sprites are drawn?
Or do i have to call it for each sprite?


Mobile Entertainment Studio: M-E-S
Offline Abuse

JGO Ninja

Medals: 64

falling into the abyss of reality

« Reply #1 - Posted 2005-01-31 09:52:51 »

if you can guarantee setClip will be called before all drawImage operations, the 2nd setClip....

g.setClip(0, 0, screenWidth, screenHeight);

... is completely redundant.

As to the purpose of setClip, its simply to modify the clip rectangle associated with the a given Graphics context.

Rendering operations can only effect pixels that fall within the bounds of the current clip rectangle. (as specified by the most recent call to setClip())
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