[fpc-pascal] FPC Graphics options?
James Richters
james at productionautomation.net
Tue May 16 00:53:05 CEST 2017
Yes, I did get the test.png file.. I understand the concept now. Aggpas figures out what the status of the pixels should be then you update the screen with those pixels.
-----Original Message-----
From: fpc-pascal [mailto:fpc-pascal-bounces at lists.freepascal.org] On Behalf Of Graeme Geldenhuys
Sent: Monday, May 15, 2017 6:05 PM
To: fpc-pascal at lists.freepascal.org
Subject: Re: [fpc-pascal] FPC Graphics options?
On 2017-05-15 20:50, James Richters wrote:
> see it is going into aggpas units, but I do not get any graphical
> window, I don't get any errors either, it just runs and exits.
The example is a pure console application with no output to any display.
Instead it generates a "test.png" file as its output. If you ran the Agg2DConsole binary from a command line, there should be a "test.png"
image in that same directory.
As I mentioned, AggPas can use allocated memory, array, a memory image etc as its rendering buffer. If you want a graphical console program
(eg: using Linux Console Framebuffer) using AggPas, then render your application output via AggPas to a memory image, then bitblit that image to the console graphics output in whatever paint event you have available.
Using AggPas with desktop GUI applications works pretty much identical as above, except it bitblit's the memory image to the Window Canvas.
Regards,
Graeme
--
fpGUI Toolkit - a cross-platform GUI toolkit using Free Pascal http://fpgui.sourceforge.net/
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