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 paint or not.
On your case; Because the clip path is at the background it's even worse

Hope this even helps

Phi

On 9/21/06, revelonshift <[EMAIL PROTECTED]> wrote:
>
>   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 => several elements in one group and to some sub-groups I'm
> dynamically generation more elements. Over this background (larger
> then view window!) is static rect with applied clip-path to allow
> visibility of only small part of backgroun.
> On events of user keys is Whole backgrouns transformed by all axis =>
> the movement.
> And finally - over static rect with clipping path there are only small
> informations components and texts.
>
> Do you thing there is better way to do desired effect of zooming
> freely over some scenery/background? I believe not-visible parts of
> document are not rendered, and disabling clip-path helps partly, but
> nothing too dramatic...
>
> Thx,
> Marek
>
> PS:
>
> --- In [email protected] <svg-developers%40yahoogroups.com>,
> "Phi Tran" <[EMAIL PROTECTED]> wrote:
> >
> > 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 which. A
> pixel may be
> > drawn multiple times of background and in order to come to the final
> > foreground colors You want to avoid that...
> >
> > The drawback of this scheme is:
> > - You may have to maintain multiple SVGs.
> > - More SVG external javascript coding.
> >
> > There is only few style and attributes items that actually affect the
> > drawing but I have scanned thru thousands of SVG files. Many of them
> (99%
> > plus) have lengthy attribute and lengthy style. It does nothing but only
> > wasting the CPU time. Remember: the player need to maintain all of them
> > cascadingly (you also want to avoid that too)
> >
> >
> > Hope it helps.
> > Phi.
> >
> >
> > On 9/21/06, Sylvain Rouillard <[EMAIL PROTECTED]> wrote:
> > >
> > > 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
> > > sujet !
> > > Yahoo! Questions/Réponses pour partager vos connaissances, vos
> opinions et
> > > vos expériences.
> > > http://fr.answers.yahoo.com
> > >
> > >
> > >
> >
> >
> >
> > --
> > Phi - Tran
> > Hugely increase your speed, saving your band-width with ZipProtocol
> > plus crystal clear SVG Rendering image at
> > HTTP://oneplusplus.com
> >
> >
> > [Non-text portions of this message have been removed]
> >
>
>  
>



-- 
Phi - Tran
Hugely increase your speed, saving your band-width with ZipProtocol
plus crystal clear SVG Rendering image at
HTTP://oneplusplus.com


[Non-text portions of this message have been removed]



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