|I am working at blitting to back frame buffers a changing variety of bitmaps to create animations. When completed, that would be sent to the screen. I want to do this with minimum processing and minimum RAM.
Svetoslav Chekanov, on another page Fast 2:1 Image Shrink (Scale Down)[^] said,
Quote:Device dependent format is blitted faster to the screen.
I did not know that. I have been using Device Independent because it seemed to be easier to work with. I will now consider this Dependent vs Independent.
I found a discussion with some interesting observations. C++ Windows API: Is there any alternative of the SetDIBits for device-dependent Bitmap?[^] In that I found:
May I have some feedback on this "is insignificant" comment (from the Windows API link) if it is correct or not?
Quote:The difference is insignificant, more than swamped by the time it takes to
copy the bitmap to the frame buffer.
I also read on that page,
I did not know that. I will now have that to consider.
Quote:In a DIB, each scanline is always a multiple of 4 bytes. In a 24-bit DIB,
that means you will have extra padding bytes unless the width is a multiple
Looking forward to learning more about this.