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
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,
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
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
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
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
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
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
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
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
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
"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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
>
>
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
>
>
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