Important: The information in this document is obsolete and should not be used for new development.
Creating, Altering, and Disposing of Offscreen Graphics Worlds
To create an offscreen graphics world, use theNewGWorldfunction. TheNewGWorldfunction uses theNewScreenBufferfunction to create and allocate memory for an offscreen pixel image; your application generally won't need to useNewScreenBuffer, but it is described here for completeness. TheNewGWorldfunction similarly uses theNewTempScreenBufferfunction to create and allocate temporary memory for an offscreen pixel image.To change the pixel depth, boundary rectangle, or color table for an existing offscreen graphics world, use the
UpdateGWorldfunction.When you no longer need the pixel image associated with this offscreen graphics world, use the
DisposeGWorldprocedure to dispose of all the memory allocated for the offscreen graphics world. TheDisposeGWorldprocedure uses theDisposeScreenBufferprocedure when disposing of an offscreen graphics world; generally, your application won't need to useDisposeScreenBuffer.
- Note
- Before drawing into an offscreen graphics world, be sure to use the
SetGWorldprocedure (described on page 6-28) to make that offscreen world the current graphics port. In addition, before drawing into--or copying from--an offscreen pixel map, be sure to use theLockPixelsfunction, which is described on page 6-32.![]()
Subtopics
- NewGWorld
- NewScreenBuffer
- NewTempScreenBuffer
- UpdateGWorld
- DisposeGWorld
- DisposeScreenBuffer