Brian Fisher: > We tested a lot of different approaches and tiling was by far the > fastest we tried (in C++ anyways). In particular the fastest > implementation for us was where each tile has it's own rect, and it > does min/max ops on the cells rect to grow it to cover the overlap > being the dirty rect and the cell area.
Do you have any benchmark figures from these tests you could share? -- "As I soared high into the tag cloud Xeni Jardin Nick Moffitt carefully put up for me, I couldn't help but wonder how [EMAIL PROTECTED] high we were above the blogosphere." -- Carlos Laviola
