At this point, I don’t. I have reread the manual covering the related commands, but I think more explanation is needed in the manual, and probably an example too. These are questions I don’t have an answer for:
1. When would I use the offscreen buffer?
2. How would I transfer something from the visible screen to the offscreen buffer or vice-versa?
3. Why isn’t there a save function for the visible screen, but only the offscreen buffer?
4. How do I save what is visible on screen, other than with a screengrab?
5. What is included in the save? Is it only elements created with draw & fill functions, or are interface objects also visible in the saved image?
6. Why can’t images be drawn to the screen background, instead of or in addition to being loaded into #.image objects?
Understanding the offscreen buffer
- rbytes
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Understanding the offscreen buffer
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- Mr. Kibernetik
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Re: Understanding the offscreen buffer
When you feel necessity to draw something, but not on main screen. I don't know when, but this can probably be necessary.
There should be export/import functions. To be done.
To be done.
There should be an export function. To be done.
I think that all screen together with interface objects. But may be some option will be useful.
Of course to be done.
A lot of functionality in SPL already exists (like offscreen buffer) to form an internal SPL engine, but is not properly equipped with functions yet. The order (or priority) of functions implementation strongly depends on user demand. I cannot do everything immediately, so I would prefer to follow users necessity and demand.
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Re: Understanding the offscreen buffer
Thanks. This information helped my understanding a lot.
For me, a method to save the visible screen would be the most desirable new function.
For me, a method to save the visible screen would be the most desirable new function.
The only thing that gets me down is gravity...
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Re: Understanding the offscreen buffer
This feature will be added in next release, using three options what to save.