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Optimizing Graphic Output (Finished)
#12
Verrigan, I currently use the same system you stated in a project of mine. I did this just for the simplicity of having the entire map drawing routines in one sub.

I have LowerBuffer which would hold the mirage ground & mask, a Middlebuffer which would hold mirages items, players, & npcs, and a UpperBuffer which would hold mirages Fringe layer. I then blt each of them in order to the BackBuffer which in turn is blted to the primary surface.

It keeps everything so much neater, and even better, you only need to update the lower and upper buffer (depending on what you draw to it) whenever you enter a new map. I then designed the middle buffer to only update if there is a change to that specific surface which I believe is somewhat equivalent to Williams system.

I haven't tested your system william, but the one Verrigan stated does help a lot and to me is the ideal way of gaining some speed when it comes to the graphical side of an engine/game.


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