Quote:
Originally Posted by DanScott
Consider blit clearing smaller areas for small polygons (might be quicker than redrawing the lines to clear the scratch)
There's probably a "size" that you could use as the cut-off point.. not sure what the value would be though, would need some experimentation.
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Sure, but that's not going to make the difference I need. Even if clearing the lines were free, I'd only get less than half the time spent in this function back. I might even get to a whopping four frames per second.
Quote:
Originally Posted by DanScott
Also, it probably is quicker to render smaller polygons directly to the screen, completely with the CPU
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My queue is based around callbacks, so I could implement some bits as CPU-based, but right now I think the problem is the queue itself, so apart from reducing the number of interrupts generated per polygon, I don't think this would solve the problem.