Le Mercredi 24 Août 2005 08:31, Mark Wedel a écrit :
> Amorya North wrote:
> 
> > Ah, ok - so I can store a pointer to an NSImage in the cache entry?  
> > That would help a lot. I was wondering where I'd be able to do the  
> > conversion.
> 
>   You might want to double check the gtk code/image.c - I'm not sure if your 
> client would need to store anything else.  At least for the gtk client, since 
> it 
> stored multiple image entries (one for the image, one for the mask, as well 
> as 
> one for inventory display vs map).  But if one pointer conveys all the data 
> you 
> need, then I think that should work.
> 
> > 
> > As for scaling, it's dead easy in Cocoa. A single line of code will  
> > scale the map window's contents _after_ it's been composited. So I  
> > won't allow scaling of images to be stored - it's just not needed!
> 
>   If performance is acceptable doing it that way, that is fine.  It was just 
> generally a lot more efficient to scale day the images when created so you 
> are 
> moving fewer bits around than moving around the full size images and then 
> scaling down the entire map display - if the scale down is done in software, 
> probably can't be done fast enough during gameplay.

software? cmon we are speaking of cocoa, on a MAC :D

more seriously, i think cocoa simply does use opengl to scale (or at least 3D 
hardware), so this 
not very expensive. 

> 
>   that said, there is no requirement that scaling of the data even be allowed.
> 
> 
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