[Freeciv-Dev] Re: different iso drawing algorithms
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Dnia 2002.12.08 15:05 Raimar Falke napisa³(a):
On Sun, Dec 08, 2002 at 02:06:51PM +0100, Rafa³ Bursig wrote:
> >> SDL can pack transparent pixel in sprite but this is usefull only
> >> for read whole pixel array.
> >
> >Sounds like it uses something like a run-length encoding to
minimize
> >memory footprint.
> >
> not only memory footprint but that sprites has less pexel to copy.
> That depend on numbers of transparent pixels and aspec of sprites (
> sprites where width >> high are faster/better compres )
>
> This is called RLEACCEL
It is run-length encoding per line. See the top of
<http://www.libsdl.org/cgi/cvsweb.cgi/SDL12/src/video/SDL_RLEaccel.c?rev=1.5&content-type=text/x-cvsweb-markup&sortby=date>
Yes I know.
> >> If you want have partial acces to pixel ( first metod )you must
> >> uncompres sprite and then read those pixels.
> >
> >It wouldn't matter if SDL supports a mask as a clipping
> >object. However it looks like it only support rectangulars.
> >
> Yes but that isn't problem here.
> If you want use that compresion all direct acces to pixels force
> decompess sequence.
> And when you want get only part of pixels ( clipping rect mask )
from
> sprite you must done directly acces.
>
> SDL can support both metod but IMO secound has better performance
> becouse can use RLEACCEL.
Can you qualify this? How much time do you need for a complete map
canvas redraw if you use RLEACCEL and how without?
I make some test on END_GAME_STATE ( see entire map without irrigation
, road ,units , cities and FOG !!)
I disable dithering becouse for now it work with pixel acces and we
want see how fast is RLE
I have special function to draw entire screen map ( draw only main tile
sprites ).
Map screen has 640x480 pixels
Normal :
Redraw time = 87, 90, 88, 93, 97, 91 ms
Flush_fullscreen time : 7 ~ 23 ms
RLE :
Redraw time = 53, 61, 56, 60, 59, 48 ms
Flush_fullscreen time : 7 ~ 19 ms
Rafal
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- [Freeciv-Dev] different iso drawing algorithms, Jason Short, 2002/12/08
- [Freeciv-Dev] Re: different iso drawing algorithms, Raimar Falke, 2002/12/08
- Message not available
- [Freeciv-Dev] Re: different iso drawing algorithms, Raimar Falke, 2002/12/08
- [Freeciv-Dev] Re: different iso drawing algorithms, Rafa³ Bursig, 2002/12/08
- [Freeciv-Dev] Re: different iso drawing algorithms, Raimar Falke, 2002/12/08
- [Freeciv-Dev] Re: different iso drawing algorithms,
Rafa³ Bursig <=
- [Freeciv-Dev] Re: different iso drawing algorithms, Raimar Falke, 2002/12/08
- [Freeciv-Dev] Re: different iso drawing algorithms, Rafa³ Bursig, 2002/12/08
- [Freeciv-Dev] Re: different iso drawing algorithms, Raimar Falke, 2002/12/08
- [Freeciv-Dev] Re: different iso drawing algorithms, Rafa³ Bursig, 2002/12/08
- [Freeciv-Dev] Re: different iso drawing algorithms, Rafa³ Bursig, 2002/12/08
- [Freeciv-Dev] Re: different iso drawing algorithms, Raimar Falke, 2002/12/08
- [Freeciv-Dev] Re: different iso drawing algorithms, Rafa³ Bursig, 2002/12/08
- [Freeciv-Dev] Re: different iso drawing algorithms, Jason Short, 2002/12/08
[Freeciv-Dev] Re: different iso drawing algorithms, Jason Short, 2002/12/11
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