Quote: "If you want text that moves in 3D then make the clock into 3D rectangular limbs. Then texture those instead. Load everything as images. You will need 9 numbers, and zero, then use those to texture the limbs."
That's a cool idea, but I think it would get complicated to use the screen with variables. And I'd have to load all 10 numbers individually. It isn't a big problem, but I wonder why it can't be done like the sprites.
Quote: "You can load the bitmap into bitmap 1 at the start, and then copy it to bitmap 0 (the screen) each frame. Make sure to use "set current bitmap 0" after loading in bitmap 1 though."
Nice, I was able to get 20fps increase with that. Doesn't explain why fps drops from 450 to 60 when I loop this:
set text size 32
create bitmap 2, 128,86
copy bitmap 1,0,86*screen-86,128,86*screen,2,0,0,128,86
ink rgb(35,35,35),rgb(255,255,255)
text 30+len(str$(loldw2)),20,str$(abs(loldw2))
get image 314,0,0,128,86,1
set current bitmap 0
delete bitmap 2
texture limb objwindmeter, get limb by name(ObjWindMeter,"Screen")+1,314
released=0
set text size 16
For some reason printing text and getting the 128x86 image is crazy heavy. It works 450fps when done 1 time per second though.