* tc_CalculateVariationKey: 1.72362 s (8010x): graphics/objectmanager.cpp
// TODO (for some efficiency): use the pre-calculated choices for this object,
// which has already worked out what to do for props, instead of passing the
// selections into BuildVariation? and having it recalculate the props' choices. Release mode: 38.6697 ms
* Gamesetup/config.cpp: 300ms
g_ConfigDB.Reload(CFG_SYSTEM); // 216ms
LoadGlobals?(); // 64ms Release mode: 60ms
* plain_transform: 500ms
flipping font texture files vertically. fix: convert them to e.g. DDS (possibly compressed, if that looks ok?!)
same thing for art/textures/particles/sprite
cursors also require runtime conversion. ironically enough, being DDS means they have to be converted back to TGA's BGR ordering (required by Windows for cursors) Release mode: 5ms
* CSimulation init: 5000ms Now about 600ms.
* font load: 350ms (total for 12 fonts) mostly spent building display lists. Better to store coords and render quads in immediate mode? Or use vertex arrays?
* GUI init: 900ms (having subtracted font load time)
[more will be added as they are found]