Dennis Schridde schreef:
> Am Sonntag, 11. Februar 2007 schrieb The Watermelon:
>   
>> On 2/10/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>>     
>>> On Sat, 10 Feb 2007 15:51:59 -0500 The Watermelon
>>>
>>> <[EMAIL PROTECTED]> wrote:
>>>       
>>>> I noticed the textures in wz are abit 'blur',so I tried to sharpen
>>>> texture
>>>> png's with gimp's sharpen filter,it does look a bit better but it
>>>> also runs
>>>> significantly slower on my pc =(
>>>>         
>>> Why would run slower?  You can change different texture file, and
>>> still same speed, since nothing really change?
>>> Or you mean you doing sharpen in wz code?
>>>       
>> no I meant shapened png's using gimp,dont know why it became slower with
>> bigger(the png filesize increased 10% or so after applying gimp's sharpen
>> filter) png files,maybe the problem has something to do with wz's frequent
>> texture changing and 'slicing'(separate tileset texture page into several
>> pieces etc)
>>     
> Currently I also think like "this can't be"...
> Because the underlying bitmap is still the same size, no matter what you do 
> with the pixels in it. And OpenGL only has the bitmap, it never sees the png 
> data... AFAIK WZ only decompresses the png once and then passes it to GL. I 
> don't think it reloads the textures during the game.
> Maybe you can find out what made it slower..
Even if WZ where to decompress the PNGs multiple times that wouldn't
explain a 10% FPS drop (or more) for a 10% filesize increase. This since
libpng's operation is not linear to compressed data size. I.e. it isn't
O(n) and most certainly not O(n*n), it instead is O( log n ) which means
that it could barely have a noticeable impact on speed. So if the
resolution of the image hasn't changed I must say I find this to be very
strange indeed.

-- 
Giel

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