Sprite designer - drawing
Monkey Forums/Monkey Programming/Sprite designer - drawing
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Hi all, I'm making a small sprite designer which is going fine, however, I cannot seem to manage to get the drawing very efficient; - I have a simple routine which draws DrawOval with a certain diameter (your pen-width) - ofcourse when you do that, you are going to have gaps between te points (as your mouse/touch are faster than the drawing?) - I feel these gaps up by drawing thick lines between all the 2 points ; it's here http://www.monkeycoder.co.nz/Community/posts.php?topic=905 - all pixels as drawn are kept in a pixel array which it redraws OnRender Ofcourse looking at that code here http://www.monkeycoder.co.nz/Community/posts.php?topic=905 you're ging to see that this is not very efficient and it isn't :) It's super slow; with GLFW target it runs nicely but CPU is 30% here all the time and with HTML canvas it's just unworkable after drawing a few doodles. In short; how can this be done more efficient? The whole(!) issue is in the thick line drawing; on removing that it's super fast and uses no cpu (at least not noticable). Thanks Edit: so to be sure; my current solution works fine (visibly) under android/ios/glfw, but it's a shame of the used CPU |
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try this code see if it's any better, I haven't done any speed tests to compare it though: http://www.monkeycoder.co.nz/Community/post.php?topic=1846&post=24210 |
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Yes, it's definitely faster, however: 1) It has imperfections: http://o7.no/xlUXXE 2) It crashes immediately after calling on GLFW for me |
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1) that is not an imperfection, it's a property, try it with the rounded end flag = true 2) did you tried the updated version without the division? can you post the source code? |
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Ouch that was stupid. Yes it works perfectly and it's definitely faster; it works fine in HTML now as well. Thanks a lot! |