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). _______________________________________________ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev