Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
sse blitters (MJP)
|
|
variables in the SSE blitters (MJP)
|
|
"remap" in the SSE2/SSSE3 blitters as well
|
|
others (MJP)
|
|
exists before attempting trying to instantiate an instance
|
|
With 32bpp base set about 15-20% faster in the Draw function (slower with 8bpp base set). Overall, with 32bpp base set, about 5% faster.
|
|
With 32bpp base set about 40% faster than 32bpp-optimized, or about 10% for 8bpp base sets in the Draw function. Respectively about 8 and 1% of total run time
|
|
With 32bpp base set about 35% faster than 32bpp-optimized, or about 10% for 8bpp base sets in the Draw function. Respectively about 6 and 1% of total run time
|
|
With 32bpp base set about 30% faster than 32bpp-optimized, or about 10% for 8bpp base sets in the Draw function. Respectively about 5 and 1% of total run time
|
|
|
|
|
|
|
|
|
|
parameters were added making it non-functional
|
|
|
|
|
|
Eagle_rainbow)
|
|
recolouring to 128.
|
|
|
|
|
|
|
|
far regarding not needing to update the colour mapping when (re)initialising the palette
|
|
|
|
|
|
increase the bytes per pixel
|
|
the amount of compares. This is possible because the function is called with only 2 possible conditions: from 0 to 255 (full palette update, 8bpp only) or from PALETTE_ANIM_START to 255
|
|
|
|
blitter.
|
|
remapping for 32bpp sprites
|
|
out some indirect calls
|
|
blitter so changes of the palette data during the game don't influence drawing (with SDL)
|
|
dirty variables into a single structure
|
|
transparency.
|
|
byte. (frosch)
|
|
|
|
find him at the same place as you can find CTRL+D. Sorry for those who liked to trip while playing OpenTTD; I truly am sorry :D
|
|
don't need to cast to void/non-const before being able to free
|
|
|
|
the alpha and previous colour information will be lost when the palette is animated.
|
|
blitter which OpenTTD uses to decide which blitter to load.
|
|
|
|
missed drawing the first pixel.
|
|
-Remove: the '-i' option for palette selection.
|
|
|