Tilesets & RPG maps

BlitzMax Forums/BlitzMax Programming/Tilesets & RPG maps

MGE, i render realtime: 19*18*9 times, *FPS.
I dont have speed issues, but it runs when using the GLMax2Ddriver at 70+ FPS. when not using the GLMax2Ddriver but the DX7 or default graphics i get arround 50FPS.
And that is just the map. Meening, if i add the rest of the game im afraid i end up running at 35 FPS. And im on a 2GHZ celleron with 712 (or something) MB Ram.
But even on my P4 2.8 HT it ran like that, well.. a bit faster i beleive... but still.

One of the ideas i have is, because the RPG world is virtualy unlimited, to devide it up zones (which i actualy have done already) and pre-render each zone into a single image. Then i just display this single image with 1 draw command isntead of having 19*18*9 draw commands in realtime.
So, to prerender the zones, is really a good idea.
Now, the zones also have waterfalls, moving trees and quite some animation, but i could just draw that on top of it, and put a filter so it wont draw it on the base map.
Doesnt that sound like a plan? :-P
I hoped to save the buffer to a TImage, but BlitzMax doesnt have buffers... does it?
So that is why i was looking for the most efficiant way to draw alphachanneled PNG tiles from the tileset, into an image.

EDIT
I just had an idea, wouldnt it work to render the map as i do above, the capture the window using Window:TPixmap( x,y,width,height ) or something?
Then save that as TImage?

In total i would then need 9 TImages for the center zone and surrounding zones. Then, when the player leaves a zone, it renders the 3 new zones, and loses the 3 old zones.