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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