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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 19:12:46 +0100

On Sun, Dec 08, 2002 at 06:13:41PM +0100, Rafa³ Bursig wrote:
> >> >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.
> >
> NO... RLE is made for transparent pixels and real those pixel are 
> compressed.
> If You have more and more transparent pixels the effect will be better 
> and better.
> 
> I want have entire map that I start new game and disband all unit.
> 
> Problem is with FOG becouse SDL havn't mask future ( has simple 
> clipping ability )
> and when you want create fog of war effect you must use tmp surface 
> without RLE compression and that slow down drawing.

Why can't you use transparency for the FOW?

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  "Heuer's Law: Any feature is a bug unless it can be turned off."



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