Have you tried a simpler speedup code which just checks whether there is any
overlap between the bitmap in question and the screen and drops any parts
without such overlap?  Or is that already a part of the code?

Alex

--
Dr. Alexander R. Pruss
Department of Philosophy
Georgetown University
Washington, DC 20057-1133  U.S.A.
e-mail: [EMAIL PROTECTED]
online papers and home page: www.georgetown.edu/faculty/ap85
--------------------------------------------------------------------------
   "Philosophiam discimus non ut tantum sciamus, sed ut boni efficiamur."
       - Paul of Worczyn (1424)

----- Original Message ----- 
From: "Chris Hawks" <[EMAIL PROTECTED]>
To: "Michael Nordstrom" <[EMAIL PROTECTED]>
Sent: Monday, November 10, 2003 5:46 PM
Subject: Re: DrawImage() in fullscreenform.c


> ---Reply to mail from Alexander R. Pruss about DrawImage() in
fullscreenform.c
>
> > Ah, so the complicated stuff is there to trim the bitmap down to the
visible
> > parts only.  And I take it you've benchmarked, or at least eye-balled,
to
> > see that it makes a significant difference in practice?
>
>     Yeah. Without the speedup code, a large bitmap in the emulator (my box
is 300Mz)
> takes about 30 seconds to render and dragging is so slow you could time it
with
> a calender.
>
>     With the speedup code, it's a second or so to render and dragging is
> slow, but, bearable.
>
> > I wonder if there is a way of optimizing rotatebitmap.c further.
>
>     I didn't have anything jump out at me (except converting it to
assembly <G>).
>
> ---End reply
>
> Christopher R. Hawks
> HAWKSoft
> -------------------------------------------------------------------------
> Microsoft is not the answer.
> Microsoft is the question.
> NO (or Linux) is the answer.
>     -- Taken from a .signature from someone from the UK, source unknown
>
>
>
>
>
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