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[Adonthell-devel] Re: Some optimization ideas

From: Kai Sterker
Subject: [Adonthell-devel] Re: Some optimization ideas
Date: Wed, 2 Mar 2011 20:56:17 +0100

On Sat, Feb 26, 2011 at 5:15 PM, Kai Sterker <address@hidden> wrote:

> 3. Finally, even with the accelerated rendering, we should really cut
> down on drawing sprites that are hidden by other objects. If you run
> latest worldtest with the wastesedge map and press 'd', you'll see how
> much stuff is drawn that ends up invisible.
> Since I have given the most detailed thoughts to no. 3, I might work
> at that first. But again, if there's interest to help out, just let me
> know so the same work isn't down twice.

In principle, that's implemented and checked in since sunday. However,
there's more to do. Right now, we have two pointers to the drawing
queue, both iterating in the same direction. To gain the most benefit,
we'll have make sure to start the outer iteration with the objects
that are at the bottom and back of the map and compare them first with
the fore- and frontmost objects in the inner loop. That would give the
maximum benefit. Although, truth to be told, with our current Waste's
Edge map I didn't notice much difference on my desktop PC and the
software renderer. Might still be useful for the map editor, as the
GTK backend is much slower than SDL.


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