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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transistional//EN"><html><head><title>OpenLayer Offline Manual</title><style type="text/css" media="all">@import "../CrystalStyle.css";</style><body bgcolor="FFFFFF" ><div align="center" style="pagestyle"><table width="60%"><tr><td><div class="parentLinks"><a href="../index.html">OpenLayer</a> | <a href="../Settings.html">Settings</a> | <a href="../Settings/StoreMemoryBitmaps.html">StoreMemoryBitmaps</a></div><br><div class="BigHeader">StoreMemoryBitmaps</div><br><div class=""><font color="#775500">Advanced function</font><br><br><div class="Surrounded"><table><tr valign="top"><td align="right"><div class="FuncDef"><strong><font color="#777733">static</font> <font color="#777733">void</font> <a href="../Settings/StoreMemoryBitmaps.html"><font color="#0000CC">StoreMemoryBitmaps</font></a>(</strong></div></td><td><div class="FuncDef"><strong><font color="#777733">bool</font> turnedOn )
<br></strong></div></td></tr></table>
<br>Choose whether the Bitmaps are stored in the memory or not. Off by default.
<br></div>
<br>The Bitmaps are always stored in the graphics card (unless the UnloadFromGPU -function has been called) but not in the memory.
<br>
<br>If you wish to be used the <a href="../TextRenderer/SendToGPU.html"><font color="#0000CC">SendToGPU</font></a> / <a href="../Bitmap/UnloadFromGPU.html"><font color="#0000CC">UnloadFromGPU</font></a> -functions of <a href="../Bitmap.html"><font color="#0000CC">Bitmap</font></a>s you have to turn on the memory bitmap storing before loading the Bitmaps.
<br>
<br>Since OpenLayer 2.0 it's possible to use <a href="../Bitmap/UnloadToMemory.html"><font color="#0000CC">UnloadToMemory</font></a> instead of UnloadFromGPU if you wish to keep a memory version of the unloaded Bitmap.
<br>
<br>Forcing the contents of the bitmap to be stored in the memory increases the memory usage.</div><br><div class="MediumHeader">Examples</div><br><div class="Code"><font color="#999922">//&nbsp;Choose&nbsp;the&nbsp;Bitmaps&nbsp;to&nbsp;be&nbsp;stored&nbsp;in&nbsp;the&nbsp;memory&nbsp;as&nbsp;well&nbsp;as&nbsp;to&nbsp;the&nbsp;graphics&nbsp;card&nbsp;//</font>
<br><a href="../Settings.html"><font color="#0000CC">Settings</font></a>::<a href="../Settings/StoreMemoryBitmaps.html"><font color="#0000CC">StoreMemoryBitmaps</font></a>(&nbsp;<font color="#774422">true</font>&nbsp;);</div><div class=""><br><br><div class="MediumHeader">Other functions of the class <a href="../Settings.html"><font color="#0000CC">Settings</font></a></div><div class="Surrounded"><table size="100%" cellpadding="0" cellspacing="0"><tr><td halign="center" class="funclist"><a href="../Settings/SetAntialiasing.html">SetAntialiasing</a></td><td width="65%" halign="center"><div class="smalltext">
Turns the anti-aliasing on or off</div></td></tr><tr><td halign="center" class="funclist"><a href="../Settings/SetCircleAccuracy.html">SetCircleAccuracy</a></td><td width="65%" halign="center"><div class="smalltext">Sets the accuracy of the circle drawing functions</div></td></tr><tr><td halign="center" class="funclist"><a href="../Settings/SetCollisionPolyAccuracy.html">SetCollisionPolyAccuracy</a></td><td width="65%" halign="center"><div class="smalltext">Sets the accuracy of the generated collision polygons</div></td></tr><tr><td halign="center" class="funclist"><a href="../Settings/SetCollisionPolyAlphaLimit.html">SetCollisionPolyAlphaLimit</a></td><td width="65%" halign="center"><div class="smalltext">Sets the maxium alpha value which is considered transparent by the collision polygon generation</div></td></tr><tr><td colspan="2"><br><div class="SmallHeader"><font color="#775500">Advanced functions</font></div><br></td></tr><tr><td halign="center" class="funclist"><a href="../Settings/SetTextureMapping.html">SetTextureMapping</a></td><td width="65%" halign="center"><div class="smalltext">
Turns the OpenGL texture mapping on or off</div></td></tr><tr><td halign="center" class="funclist"><a href="../Settings/TextureMappingUsed.html">TextureMappingUsed</a></td><td width="65%" halign="center"><div class="smalltext">
Returns true if texture mapping is turned on</div></td></tr><tr><td halign="center" class="funclist"><a href="../Settings/SetOrthographicProjection.html">SetOrthographicProjection</a></td><td width="65%" halign="center"><div class="smalltext">
Sets the orthographic projection as the active OpenGL projection mode</div></td></tr><tr><td halign="center" class="funclist"><a href="../Settings/RestoreOldProjection.html">RestoreOldProjection</a></td><td width="65%" halign="center"><div class="smalltext">
Restores the old projection mode</div></td></tr><tr><td halign="center" class="funclist"><a href="../Settings/StoreMemoryBitmaps.html">StoreMemoryBitmaps</a></td><td width="65%" halign="center"><div class="smalltext">Choose the Bitmaps to be stored in the memory</div></td></tr><tr><td halign="center" class="funclist"><a href="../Settings/MemoryBitmapsStored.html">MemoryBitmapsStored</a></td><td width="65%" halign="center"><div class="smalltext">Returns true if the Bitmaps are stored in the memory</div></td></tr></table></div><br><div class=""><a href="../index.html">Back to the main page of the manual</a></div><br>Questions about StoreMemoryBitmaps? Click <a href="http://crystalstorm.ath.cx/index.php?lan=en&page=CreateFeedback&subject=StoreMemoryBitmaps">here.</a></div></td></tr></table></body></html>