More gradients (last one, I hope): Now, 'any angle' gradient. // For fastest renderings, see my other post (Code ID: 60477; only for horizontal, vertical and both diagonals directions). // Last update Dec 13th, 2005: Improvements in circular gradient. SQR function completely avoided: using axis squares sum accumulators + squares sequence.
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Smart way of keeping the integer maths where it matters. Depends on processor of course, but I get the same timing as the screenshot for the optimally compiled EXE ***** (If this comment was disrespectful, please report it.)
Carles, won't be able to download till I get home, but I'm hoping that if it doen't already do so, that this routine will allow me to specify start and end x/y coordinates within the drawing area (as opposed to simply drawing to the entire picbox, or form, or whatever hdc. If it does this helps me greatly in the project we were discussing the other day. Thanks. (If this comment was disrespectful, please report it.)
Ehhm - Your solution is faster than the measurements indicates. The time measurements could be more precise: First check the DLL-Call time and then substract the value from the results. More evident: Read the result directly in a module level variable; do NOT embed the elapsed-call into a nested VB construct. In general: Implement the Queryperformance API in the calling module to avoid the border crossing overhead. (If this comment was disrespectful, please report it.)
Very fast, I have it in a continous loop. Gets called about 10 times a second. Game must be compiled now though. Still smooth to play. (If this comment was disrespectful, please report it.)
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