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author | Torbjörn Andersson | 2003-08-28 06:36:15 +0000 |
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committer | Torbjörn Andersson | 2003-08-28 06:36:15 +0000 |
commit | f7ce39763e36af527d85683b47ff18ea2e534174 (patch) | |
tree | d943c4e564ca308feb4118696457ce2830eb4f1e /scumm/imuse_digi.h | |
parent | 76df5a2733d7fd4b1d1e78d800649aa4c3e1e773 (diff) | |
download | scummvm-rg350-f7ce39763e36af527d85683b47ff18ea2e534174.tar.gz scummvm-rg350-f7ce39763e36af527d85683b47ff18ea2e534174.tar.bz2 scummvm-rg350-f7ce39763e36af527d85683b47ff18ea2e534174.zip |
Removed the Surface class in favor of small struct specially made for the
block surfaces. (A block surface is a 64x64 tile of a parallax layer.)
I've also done a few things to try and optimize the drawing:
* The back buffer is no longer cleared between frames. This may cause
regressions, but I do believe that the entire picture area is always
completely re-rendered for each frame.
As a result of this, the menu code is now responsible for clearing the
icon areas itself.
* A few unnecessary copy_rect() calls were commented out in favor of one
big copy_rect() in ServiceWindows().
* Completely opaque block surfaces are copied with memcpy(), one line at a
time.
Unless we manage to add intelligent screen redrawing, I don't think it will
get that much faster than this, though there is some unnecessary data
copying in DrawSprite() that could be removed.
And the game is still a terrible CPU hog. I believe the animation runs at
approximately 12 fps. If there's still time left, it will pump out further
frames to get smooth scrolling. We ought to put a cap on that, and if it
has already reached the scroll target it should sleep for the rest of the
render cycle.
svn-id: r9886
Diffstat (limited to 'scumm/imuse_digi.h')
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