Kurosu a écrit : > One can see that water animation consumes the most CPU time, then member > rotation is 2nd. Their figures varies within +/-5% but the order is > still kept. Tile::GetAlpha probably appears because the alpha reads are > not batched together, but I don't think it's important at this point anyway.
How are animations done? Are the member rotations pre-computed and stored in a table or are they recomputed each time? Recomputing is memory-friendly, storing is cpu-friendly. Snark _______________________________________________ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev