.subimage()
just to create temporary image slices! I've never thought about that before, but performance-wise that's perfectly fine.setPixel
they used the Wolf3D approach to draw vertical lines. So not W*H setPixel() calls, but W Image#draw calls.subimage
only uses one or two object allocations, and yes, it only references the texture data.Array#each
etc.) are written in C. It's probably the loop itself that's excruciatingly slow in Ruby.
Powered by mwForum 2.29.7 © 1999-2015 Markus Wichitill