Thank you again, Steve, you have been very helpful! :)

On Thursday, April 6, 2017 at 12:54:36 PM UTC-4, Steve Hannah wrote:
>
>
>
> On Wed, Apr 5, 2017 at 12:02 PM, <[email protected] <javascript:>> 
> wrote:
>
>> This is exactly what I was looking for, thank you so much for taking the 
>> time to help me out, Steve! :) I'd like to ask a few more questions if 
>> that's okay, just to get some clarification on a few things!
>>
>> Is there any documentation regarding the performance of the low-level 
>> drawing routines? One thing I like is how pixel-perfect the scaling on 
>> pixel art turns out when using drawImage and manually specifying a width 
>> and height. The result is so much more crisp than what can be achieved with 
>> multi-resolution images. As a Codename One developer, do you think it is 
>> way more expensive handle rendering this way instead of using muti-res, or 
>> is it about the same?
>>
>
> I haven't don't any profiling on this myself, so I'm not sure the 
> difference in performance.  The performance will likely vary by platform a 
> little bit.
>  
>
>>
>> How performant is it to do something like, say, an array of images? Would 
>> this be undefined behavior? drawImage(testimage[3],objx,objy), for example.
>>
>
> Keeping images in an array should not impact performance in any way (vs 
> just keeping them in variables). While accessing an array index is an extra 
> lookup vs using a local variable, that lookup is negligible compared to the 
> task of drawing the image.
>  
>
>>
>> Finally, Image.getWidth and Image.getHeight: how expensive are these? Do 
>> they have to poll the GPU, or are image width and height stored on the CPU 
>> and these are light operations? I ask because I noticed that scale(x,y) 
>> isn't 100% portable yet due to limited Affine support, so instead of 
>> setting scale(logicalsize,logicalsize) to change the logical draw size, a 
>> developer could do something like 
>> drawImage(testimage,objx*logicalsize,objy*logicalsize,testimage.getWidth*logicalsize,testimage.getHeight*logicalsize)
>>  
>> as an alternative. But only if these are not expensive and/or slow 
>> operations to perform?
>>
>
> getWidth() and getHeight() should be fast.  It doesn't need to hit the GPU.
>
>
> Best regards
>
> Steve
>

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