Article View: rec.games.programmer
Article #1736Re: Xlib Clipping Revisited
From: Court Demas
Date: Fri, 18 Dec 1992 02:11
Date: Fri, 18 Dec 1992 02:11
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1425 bytes
Excerpts from netnews.rec.games.programmer: 15-Dec-92 Re: Xlib Clipping Revisited Michael Duffy@aludra.usc (1997) > Now what I haven't figured out is how to clip a compiled bitmap say top and > left or top and right........ Hmmmmm...... this one's probably not possible, > or would slow the code down so much that you'd lose the advantages of > compiling it. Actually, I am just realizing how silly this whole thing is. Why clip? Just do a trivial accept/reject from the bitmap to the clipping rectangle. If it's accepted, jump to the compiled routine. If not, use a slower clipped version (you could also have a horizontally-clipped compiled version which I think should still be really fast). Most game's don't clip *that* much, and the overhead of intersecting rectangles is miniscule.. -court
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<Bz9Fr7.5uy@phage.cshl.org> <1992Dec14.221838.10200@u.washington.edu> <cf=bNLK00Vp=MOqlUB@andrew.cmu.edu> <1gm5q5INN5k9@aludra.usc.edu>Show Full Headers
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Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA Path: arc1-ca.pugleaf.net!sparky!uunet!cis.ohio-state.edu!news.sei.cmu.edu!fs7.ece.cmu.edu!crabapple.srv.cs.cmu.edu!andrew.cmu.edu!cd2a+ Newsgroups: rec.games.programmer Message-ID: <YfAHBMK00VpHQi=1Uf@andrew.cmu.edu> Date: Thu, 17 Dec 1992 21:11:36 -0500 From: Court Demas <court+@CMU.EDU> Subject: Re: Xlib Clipping Revisited In-Reply-To: <1gm5q5INN5k9@aludra.usc.edu> References: <Bz9Fr7.5uy@phage.cshl.org> <1992Dec14.221838.10200@u.washington.edu> <cf=bNLK00Vp=MOqlUB@andrew.cmu.edu> <1gm5q5INN5k9@aludra.usc.edu> Lines: 18