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[Freeciv-Dev] Re: different iso drawing algorithms
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To: Rafa³ Bursig <bursig@xxxxxxxxx>
Cc: "freeciv-dev@xxxxxxxxxxx" <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: different iso drawing algorithms
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Sun, 8 Dec 2002 17:15:23 +0100

On Sun, Dec 08, 2002 at 04:29:57PM +0100, Rafa³ Bursig wrote:
> >> >> 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

Am I right that you can't use RLE if you draw the irrigation, road,
units, cities and FOG because these sprites have transparent pixels.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
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