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#11 | ||
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Join Date: Jun 2007
Posts: 1,393
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Quote:
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(And let's not even get started with shaders... ![]() |
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#12 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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#13 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
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Were you drawing to the screen or to a backup buffer? As earlier post says, doing the latter, then blitting everything into place makes a big difference (and eliminates the flicker.)
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#14 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Oh sure, I'm well aware of double-buffering. I think I was CPU-bound though.
If you're really curious, the Pyrel code is still up on BitBucket. |
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#15 |
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Join Date: Jun 2007
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Ah, right it was 1 Python function call per glyph then? I'm not sure about Python specifically, but in many languages going across the "VM" -> native barrier can be quite costly, so if you were incurring that cost for every tile then it's suddenly starting to make a lot more sense
![]() There's also just the fact that the standard Python interpreter is itself quite slow compared to native/JIT'ed languages and even compared to Lua IIRC. |
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