[svg-developers] Re: Performance tips

2006-09-22 Thread Reid Priedhorsky
revelonshift wrote: > OK, thx, you're right. But since getting matrix is done only once at > the initiation phase and during gameplay is only updated, I will > probably stay at my previous solution... > Anyway .. thx for your point... but, during game I'm often affecting > fill attribute and someti

Re: [svg-developers] Re: Performance tips

2006-09-22 Thread Erik Dahlström
On Fri, 22 Sep 2006 12:06:20 +0200, revelonshift <[EMAIL PROTECTED]> wrote: > OK, thx, you're right. But since getting matrix is done only once at > the initiation phase and during gameplay is only updated, I will > probably stay at my previous solution... > Anyway .. thx for your point... but,

[svg-developers] Re: Performance tips

2006-09-22 Thread revelonshift
OK, thx, you're right. But since getting matrix is done only once at the initiation phase and during gameplay is only updated, I will probably stay at my previous solution... Anyway .. thx for your point... but, during game I'm often affecting fill attribute and sometimes using rgb color schema. Is

Re: [svg-developers] Re: Performance tips

2006-09-22 Thread David Vest
Den 2006-09-22 11:24:53 skrev revelonshift <[EMAIL PROTECTED]>: > I tried the same yesterday without success but > just today realize to get initial transform object I have to specifify > initialization in SVG like this transform="matrix(1 0 0 1 0 0)" (for > the fist time). You could use the DOM

[svg-developers] Re: Performance tips

2006-09-22 Thread revelonshift
Thank you. It works,. I tried the same yesterday without success but just today realize to get initial transform object I have to specifify initialization in SVG like this transform="matrix(1 0 0 1 0 0)" (for the fist time). Then it works. Now I replaced the most often setAttribute() calls and see

Re: [svg-developers] Re: Performance tips

2006-09-22 Thread Erik Dahlström
On Thu, 21 Sep 2006 19:28:16 +0200, revelonshift <[EMAIL PROTECTED]> wrote: > I also think that getting infoamtion from DOM on the fly is > slowing-down operations, so I've already cached all nodes in variables > and using only write - setAttributeNS method. > But maybe using directly SVG DOM co

[svg-developers] Re: Performance tips

2006-09-21 Thread revelonshift
I also think that getting infoamtion from DOM on the fly is slowing-down operations, so I've already cached all nodes in variables and using only write - setAttributeNS method. But maybe using directly SVG DOM could speed some time, but I'm not sure how to apply changes to trasform matrix, especial

Re: [svg-developers] Re: Performance tips

2006-09-21 Thread Phi Tran
On 9/21/06, Phi Tran <[EMAIL PROTECTED]> wrote: > > > > On 9/21/06, Jim Ley <[EMAIL PROTECTED]> wrote: > > > > > > "revelonshift" <[EMAIL PROTECTED] > wrote > > in message > > news:[EMAIL PROTECTED] . > > > Hello there. Is there somebody experienced in > > > high-perrformance-tweaking of SVG implem

Re: [svg-developers] Re: Performance tips

2006-09-21 Thread Ronan Oger
Ouch. Good to know. Thanks, Jim. On Thursday 21 September 2006 18:27, Jim Ley wrote: > The biggest Mozilla speed improvement in scripting will be to not use > getElementById() but to cache every single reference in a seperate variable > of your own.  currently mozilla re-looks up every node in th

Re: [svg-developers] Re: Performance tips

2006-09-21 Thread Phi Tran
On 9/21/06, Jim Ley <[EMAIL PROTECTED]> wrote: > > > "revelonshift" <[EMAIL PROTECTED] > wrote > in message > news:[EMAIL PROTECTED] . > > Hello there. Is there somebody experienced in > > high-perrformance-tweaking of SVG implementation in Mozilla? I did > > almost everything I could think about f

Re: [svg-developers] Re: Performance tips

2006-09-21 Thread T Rowley
On 9/21/06 11:27 AM, Jim Ley wrote: > The biggest Mozilla speed improvement in scripting will be to not use > getElementById() but to cache every single reference in a seperate variable > of your own. currently mozilla re-looks up every node in the DOM for XML > documents, and it's very, very s

[svg-developers] Re: Performance tips

2006-09-21 Thread Jim Ley
"revelonshift" <[EMAIL PROTECTED]> wrote in message news:[EMAIL PROTECTED] > Hello there. Is there somebody experienced in > high-perrformance-tweaking of SVG implementation in Mozilla? I did > almost everything I could think about for optimization, but still, my > Submarine close-to-finish game

[svg-developers] Re: Performance tips

2006-09-21 Thread revelonshift
My many thanks to all of you trying to help me. There is many hints but I'll try to answer them globally at once there: - I tried to avoid clip-path and it is as one game option to disable. It helps a bit, but not much. My clipping path is done using two primitives - circles; - about javascript its

Re: [svg-developers] Re: Performance tips

2006-09-21 Thread T Rowley
On 9/21/06 10:42 AM, Phi Tran wrote: > Lately I am very careful in what I will say specially after ADOBE's > announcement. For not to be misunderstood as a "cheap-shot" to promote my > SVG/Zip . . . . > > Let me make my point on this thread. I only trying to help to save some CPU > instructions he

Re: [svg-developers] Re: Performance tips

2006-09-21 Thread Phi Tran
Lately I am very careful in what I will say specially after ADOBE's announcement. For not to be misunderstood as a "cheap-shot" to promote my SVG/Zip . . . . Let me make my point on this thread. I only trying to help to save some CPU instructions here and there; Base on my background and study of

Re: [svg-developers] Re: Performance tips

2006-09-21 Thread T Rowley
On 9/21/06 10:18 AM, T Rowley wrote: > Major items to keep an eye out for performance in Firefox 1.5/2.0 SVG > are group opacity ("fill-opacity" is fine), clipPaths, and complex paths > (the current cairo tesselator has poor scalability). All of these > should improve in Firefox 3.0. A little

Re: [svg-developers] Re: Performance tips

2006-09-21 Thread T Rowley
On 9/21/06 7:29 AM, revelonshift wrote: > No, I'm not using styles at all, knowing, that they are not so fast as > direct properties. Some other ideas, if Mozilla specific, the better... There will be no performance difference between style and property attributes in Mozilla SVG, as they are both

Re: [svg-developers] Re: Performance tips

2006-09-21 Thread Phi Tran
As system developer and 100% CPU. Can You as application developer do anything about it? the answer is: Both Yes and No. NO- 100% CPU only means that the player/or system code go into a loop and not yielding CPU to other thread. In this case you can not do anything. Unless the player allowing yo

Re: [svg-developers] Re: Performance tips

2006-09-21 Thread Ronan Oger
Revelon, Optimisation is often browser-specific, beyond the tried and true methods such as the good ones which Phi Tran offered. Have you considered looking at whether it is your svg code or your scripting which is eating CPU cycles? Complex javascript is resource consuming if there are no br

Re: [svg-developers] Re: Performance tips

2006-09-21 Thread Phi Tran
One more tip: Void to use clip-path at all if you can. This is one of the worst scenarios a player should face. It has to generate a path, save it somewhere a background, Then compare every of the backgound/foreground pixel by pixel to see if it is in/out the clip then to decide if it need to pain

[svg-developers] Re: Performance tips

2006-09-21 Thread revelonshift
After implementing all three optimize attributes to root element and removing of the only one one element with opacity (circle-sun) I could still easily during movement reach 100% of CPU load :-( --- In svg-developers@yahoogroups.com, "Phi Tran" <[EMAIL PROTECTED]> wrote: > > More tips. > - Only u

[svg-developers] Re: Performance tips

2006-09-21 Thread revelonshift
I Phi, glad to read information like this, but in case A, I'm not sure if possible for type of operation I need to do and for B case, you advise to set minimum of attributes to each element? I'm not sure if there is a lot of these cases in my code. But for the A case, my situation is: Background

Re: [svg-developers] Re: Performance tips

2006-09-21 Thread Phi Tran
More tips. - Only use Semi-transparent or Semi-opacity when it is in real need. A pixel is processed multiple times faster if it not Semi-opacity.(this is one of the big time consuming work horse). - One more tip that you should have in mind in creating the composition of your SVG file/layer. If yo

Re: [svg-developers] Re: Performance tips

2006-09-21 Thread Phi Tran
In my experience I use this scheme and it helps. I use multiple layers specially those that serve as the background. Then I only "redraw" the layer that need to change. In this case I do not force the player to scan/redraw the whole SVG. Note: Every time updating the player does not know which and

Re: [svg-developers] Re: Performance tips

2006-09-21 Thread Sylvain Rouillard
revelonshift a écrit : > No CSS usage in my game. Some other tips please? avoid transparency like the plague. ___ Découvrez un nouveau moyen de poser toutes vos questions quelque soit le s

[svg-developers] Re: Performance tips

2006-09-21 Thread revelonshift
Thx for the tip to sound managers => I'll try them, at least. For the game test, sorry, but I'm not sure on which address I could contact you with mail attachments... M. --- In svg-developers@yahoogroups.com, Erik Dahlström <[EMAIL PROTECTED]> wrote: > > On Thu, 21 Sep 2006 11:55:38 +0200, revelo

[svg-developers] Re: Performance tips

2006-09-21 Thread revelonshift
No CSS usage in my game. Some other tips please? --- In svg-developers@yahoogroups.com, <[EMAIL PROTECTED]> wrote: > > Are you using styles in your svg? > > for example > >

[svg-developers] Re: Performance tips

2006-09-21 Thread revelonshift
No, I'm not using styles at all, knowing, that they are not so fast as direct properties. Some other ideas, if Mozilla specific, the better... M. --- In svg-developers@yahoogroups.com, <[EMAIL PROTECTED]> wrote: > > Are you using styles in your svg? > > for example > >