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* Add copyright and license headers.P. J. McDermott2013-11-011-0/+18
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* Change the viewport size.P. J. McDermott2013-03-051-2/+2
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* src/area.c: Disable RLE on area layers.P. J. McDermott2013-03-041-2/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This mostly fixes the performance regression introduced by merging the palette cycling and map movement demos. I removed the 10-ms delay between frames in the demo and tested the framerates: Test Framerate with RLE (fps) Framerate without RLE (fps) 1 160.306202859 1730.255164034 2 142.599639495 1758.024691358 3 167.588560668 1797.97979798 4 162.279202279 1764.560099133 5 157.278550917 1625.570776256 avg 158.010431244 1735.278105752 I then restored the delay and watched the CPU usage: CPU usage with RLE CPU usage without RLE ~9.00% ~1.00% This is happening because we're now cycling palettes each frame and, as a result, SDL needs to decode and encode the surfaces each frame to map palettes (though I'm not sure why it needs a decoded surface just to map palettes). (Normally, we probably wouldn't cycle palettes /each frame/, so this is something of an extreme case.) See for example the SDL_UnRLESurface() call at line 551 of src/video/SDL_pixels.c in SDL 1.2.15.
* Support palette cycling in area layers.P. J. McDermott2013-03-041-17/+13
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* src/area.c: Split up area_new().P. J. McDermott2013-03-021-11/+24
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* Prevent segmentation faults in some places.P. J. McDermott2013-02-201-0/+15
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* Clean up some "#if 0" conditions.P. J. McDermott2013-02-191-2/+2
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* Try to get some small performance improvements.P. J. McDermott2013-02-191-1/+2
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* src/area.c: Consolidate area layer creation code.P. J. McDermott2013-02-191-38/+16
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* Limit surfaces to 8 bpp. Set keys and palettes.P. J. McDermott2013-02-191-5/+40
| | | | Also clean up main() a bit more.
* Add struct map * member to struct area.P. J. McDermott2013-02-191-22/+23
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* Merge src/layer.h into src/area.h.P. J. McDermott2013-02-191-1/+0
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* Consolidate area layers a bit.P. J. McDermott2013-02-191-23/+27
| | | | Statically blit together as much as possible before rendering.
* Adjust height of demo "sprite".P. J. McDermott2013-02-191-3/+3
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* Improve demo and clean up main().P. J. McDermott2013-02-191-0/+12
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* Attempt to store surfaces in video memory.P. J. McDermott2013-02-191-1/+1
| | | | This shouldn't noticably affect performance on any modern PC.
* Fix graphics glitch with negative viewport coords.P. J. McDermott2013-02-191-14/+33
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* Implement and test renderer.P. J. McDermott2013-02-191-5/+107
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* Begin work on areas and viewports.P. J. McDermott2013-02-181-0/+50