Le 17/06/2010 11:43, Kurosu a écrit :
> 188757   29.5856  wormux                   BlitNtoNPixelAlpha
> 109184   17.1134  wormux                   BlitRGBtoRGBPixelAlphaMMX

Those are all used in case of per-pixel alpha blending. Now, there are 2 
things this makes me think:
- do we really need that much alpha blending? Aren't some of those 
surfaces either 255 or 0?
- the former function is for ARGB + BGRA blending and is more costly; 
where are the BGRA textures coming from? Can't they be treated as ARGB?

I think I've seen BlitNtoNPixelAlpha called when the bazooka is fired 
(smoke+rocket drawn).


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