Complete.Org: Mailing Lists: Archives: freeciv-dev: November 2004:
[Freeciv-Dev] (PR#8998) Small map meets large screen, they have problems
Home

[Freeciv-Dev] (PR#8998) Small map meets large screen, they have problems

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: vasc@xxxxxxxxxxxxxx
Subject: [Freeciv-Dev] (PR#8998) Small map meets large screen, they have problems together.
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 29 Nov 2004 22:15:55 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8998 >

So, this needs some resolution.  I would like to get opinions on it.

Summary: if the mapview is made larger than the map, then the cached
drawing system (that is 2x-20x faster than an uncached system) breaks
down completely and mapview drawing completely fails.

Solution 1.  Disable the copy-on-scroll cached drawing mechanism when
the mapview gets too large.  This can either be done automatically or as
a client option.  Advantage: easy and sure.  Disadvantages: very slow -
this is a particular problem since the mapview is guaranteed to be large
with this happens.

Solution 2.  Draw all tiles on the mapview, including duplicated tiles.
 This means the cached system will continue to work.  Advantages:
retains speed, and allows duplicated tiles.  Disadvantages: harder to
implement, bug-prone, allows duplicated tiles.

Solution 3.  Restrict the maximum size of the mapview in mapview_common.
 If the mapview gets too big some parts of it just aren't shown. 
Advantages: retains speed, easy to implement.  Disadvantages: the whole
mapview can never be shown.

None of these are particularly good alternatives.  Which is probably why
none of them has been chosen yet.

-jason




[Prev in Thread] Current Thread [Next in Thread]
  • [Freeciv-Dev] (PR#8998) Small map meets large screen, they have problems together., Jason Short <=