On Jun 27, 2005, at 6:01 PM, Lars Jensen wrote:
If you need direct drawing for speed, then AutoBufferingCanvas might
not be
the best choice. It's meant for the situation "Hmm, I don't like that
flicker -- I'll just insert AutoBufferingCanvas between Canvas and my
subclass and be done with it."
That said, it might be fast enough for some games -- I've used it in
canvases that support click and drag (such as the demo project). 99%
of it
is this routine, called by the Paint event:
This code is essentially exactly the same as mine... but I haven't used
by BufferedCanvas for games yet.
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