imagesFromTiledBitmap()
. My issue is this: that function takes an inordinatly large 95% of my program's cycles. Additionally, it introduces an unpreferable delay into the loading of game areas. Profiling reveals that most all of that is from Gosu::BlockAllocator::alloc
and Gosu::BlockAllocator::Impl::isBlockFree
.LM_AllocBlock
.
imagesFromTiledBitmap
would know about padding and the image would happen to be a square power-of-two size, it should do what you are saying :) Or maybe Gosu should just be able to dump tilesheets altogether, so that you'd only have to compute them on the first run. That would enable texture compression for iOS too, but I have never come up with a nice interface for that.
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