[Freeciv-Dev] Re: different iso drawing algorithms
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On Sat, 2002-12-14 at 17:49, Raimar Falke wrote:
> On Sat, Dec 14, 2002 at 05:14:46PM -0500, Jason Short wrote:
> > On Sat, 2002-12-14 at 13:29, Raimar Falke wrote:
> > > On Sat, Dec 14, 2002 at 02:20:14AM -0500, Jason Short wrote:
> > > > On Fri, 2002-12-13 at 23:52, Rafa³ Bursig wrote:
> >
> > > IMHO we have to consider two scenarios here:
> > > 1) updates of certain tiles and/or the city descriptions at the end
> > > of the turn. Your patch decouples the in a nice way. While the patch
> > > is ok the idea we follow is different: I see the first backing store
> > > tile-based with easy update rules and the second backing store is for
> > > all the objects which aren't tile-based (city descriptions, goto
> > > lines, ...). So there is IMHO no need for any other layer.
> >
> > There are 3 different ways we can separate this:
> >
> > - Tile-linked gfx versus tile-independent gfx. The only
> > tile-independent gfx AFAIK are city descriptions. (Goto routes are
> > tile-linked.)
>
> > - Below-animation gfx versus above-animation gfx. Since the city
> > descriptions are normally drawn above units, it makes sense that they
> > should be drawn above unit animations. Extending this idea, we can put
> > all animation gfx (including nukes, combat, etc.) on the same layer,
> > with graphics below and above.
>
> I don't see what this buys us.
This gives better drawing quality!
> > - Static gfx versus dynamic gfx. Static graphics take about 70% of the
> > redraw time, but they only need to be redrawn occasionally (usually when
> > the map canvas is recentered).
>
> You get this with 2.b) for free.
No, not for free: you have to spend lots of memory and CPU to maintain
it.
> > Separating by #1 and #2 give us better drawing quality. Each of them
> > can give better drawing speed if used properly. I believe using 3
> > layers allows us to separate by all three.
>
> I think that two layers are enough. In which case do you need three
> layers for speed?
layer 1: static tile-based gfx, below animation
layer 2: dynamic tile-based gfx, below animation
layer 3: dynamic non-tile-based gfx, above animation
> > > 2) recenter (other by mouse click or via packets): I see two
> > > solutions:
> > > a) make the backing store bigger (as large as the map) -> a lot of
> > > memory for large tilesets
> >
> > I have thought about this method, and then completely discarded it.
> > Updating tiles that aren't on the canvas will be very slow. And if we
> > don't keep then updated, what use are they?
>
> Tiles updates are un-common. So this is possible.
And what about the city descriptions? Will you update the whole world's
city descriptions every time any of them change?
> > Method c: don't redraw the full screen when a unit moves. In many
> > cases when we do a recentering operation some or most of the old
> > canvas will still be visible - but its location has moved. Thus we
> > don't have to redraw the whole screen. See the attached image for
> > an example. This is of particular use when the player is manually
> > recentering the screen - which is the situation when we most need
> > fast behavior.
>
> This is only for the special case of unit movement.
Why do you say that?
My mistake: I said "when a unit moves"; I meant "when recentering the
canvas".
jason
- [Freeciv-Dev] Re: different iso drawing algorithms, (continued)
- [Freeciv-Dev] Re: different iso drawing algorithms, Raimar Falke, 2002/12/14
- [Freeciv-Dev] Re: different iso drawing algorithms, Rafa³ Bursig, 2002/12/13
- [Freeciv-Dev] Re: different iso drawing algorithms, Raimar Falke, 2002/12/13
- [Freeciv-Dev] Re: different iso drawing algorithms, Jason Short, 2002/12/13
- [Freeciv-Dev] Re: different iso drawing algorithms, Raimar Falke, 2002/12/13
- Message not available
- [Freeciv-Dev] Re: different iso drawing algorithms, Jason Short, 2002/12/14
- [Freeciv-Dev] Re: different iso drawing algorithms, Raimar Falke, 2002/12/14
- [Freeciv-Dev] Re: different iso drawing algorithms, Vasco Alexandre Da Silva Costa, 2002/12/14
- [Freeciv-Dev] Re: different iso drawing algorithms, Jason Short, 2002/12/14
- [Freeciv-Dev] Re: different iso drawing algorithms, Raimar Falke, 2002/12/14
- [Freeciv-Dev] Re: different iso drawing algorithms,
Jason Short <=
- [Freeciv-Dev] Re: different iso drawing algorithms, Raimar Falke, 2002/12/15
- [Freeciv-Dev] Re: different iso drawing algorithms, Jason Short, 2002/12/15
- [Freeciv-Dev] Re: different iso drawing algorithms, Raimar Falke, 2002/12/15
- [Freeciv-Dev] Re: different iso drawing algorithms, Jason Short, 2002/12/15
- [Freeciv-Dev] Re: different iso drawing algorithms, Raimar Falke, 2002/12/15
- Message not available
- Message not available
- Message not available
- [Freeciv-Dev] Re: different iso drawing algorithms, Jason Short, 2002/12/16
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