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- I spent a couple of hours yesterday working on the drawing routines for
- GEM-DEU and managed to increase the speed quite a lot.
-
- Replacing (almost) all the floating point calculations with fixed point
- code made the general line drawing and especially the vertex mode (which
- used a floating point square root) a lot faster.
- A trivial rejection test for lines/circles outside the displayed part of
- the map means that scrolling through a zoomed map by dragging the sliders
- (if you're using an AES that supports it) now works very well.
-
- Some other things that I'll look into later are:
- - Redrawing only the necessary parts.
- For scrolling and minor updates this should increase the speed a _lot_.
- Naturally, the rectangle list should be used as well.
- - Blitting small circles etc instead of drawing them.
- Compare the drawing speed between the 'Things' mode which draws objects
- as circles and the others that draw them as two crossing lines...
- - Using special code for horizontal and vertical lines.
- - Presorting coordinates to make the clipping faster.
- - Precalculating screen coordinates.
- - Off screen drawing with specialized routines.
-
-
- I'd appreciate if some of you who're used to working with GEM-DEU could
- take a look at the test version, testdeu.lzh, that I've uploaded to my site.
- I haven't noticed any problems myself, but I've only tested it a little.
-
- Please, note that this test version is not a full GEM-DEU.
- Just about the only thing that works is viewing a map in the different modes.
-
- --
- Chalmers University | Why are these | e-mail: rand@cd.chalmers.se
- of Technology | .signatures | johan@rand.thn.htu.se
- | so hard to do | WWW/ftp: rand.thn.htu.se
- Gothenburg, Sweden | well? | (MGIFv5, QLem, BAD MOOD)
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