Let me confirm this: *you're* doing the scaling, manually? I would
have thought the {mumble} library was doing it for you?
Semi-manually. I paint into unscaled segments and then call
pygame.transform.scale() at update-time which does all the scaling for
you. I'm not aware of any pygame feature that auto-scales your output
surface.
Previously I scaled up the entire surface on every update. Now I'm only
scaling up the segments that have changed, leaving the other segments
totally unmodified and unscaled.
With four segments this should give us an *up to* 4x performance
improvement in the scaling part of the code. Thanks to the fact that
CD+G tends to roll across the screen it's not very often that you'll
have to scale more than one segment in one update.
Kelvin.
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