Complete.Org: Mailing Lists: Archives: freeciv-dev: December 2002:
[Freeciv-Dev] Re: different iso drawing algorithms
Home

[Freeciv-Dev] Re: different iso drawing algorithms

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Jason Short <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Cc: freeciv-dev <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: different iso drawing algorithms
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Sun, 8 Dec 2002 12:26:01 +0100

On Sun, Dec 08, 2002 at 05:16:01AM -0500, Jason Short wrote:
> When drawing tiles in isometric view, we need to follow the painter's
> algorithm.  Since the tiles may overlap, we need to draw a tile in back
> before we can draw a tile that may partially cover it.  But if we're
> only updating one tile, we can't redraw all the tiles behind it all the
> way to the top of the screen, we just want to draw the one row of tiles
> above the tile.
> 
> There are currently used ways to limit the number of tiles drawn to only
> those that are necessary.  I will hence name them partial tile drawing
> and tricky buffered drawing.
> 
> The attached image describes the basic concepts of the two drawing
> systems.
> 
> So, the question becomes: which system is better?  Should we support
> just one of them, or try to support both?

What can you tell us about the drawing speed? Will the partial drawing
be faster because it has to draw less? Or is this a non-issue?

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "At the beginning of the week, we sealed ten BSD programmers
  into a computer room with a single distribution of BSD Unix.
  Upon opening the room after seven days, we found all ten programmers 
  dead, clutching each other's throats, and thirteen new flavors of BSD."



[Prev in Thread] Current Thread [Next in Thread]