Changes between Initial Version and Version 1 of Ticket #129


Ignore:
Timestamp:
Jun 26, 2006, 5:42:18 PM (18 years ago)
Author:
Jan Wassenberg
Comment:

Most of these turn out to be non-issues in release mode. Unfortunately the overhead in debug mode is considerable and I don't see an easy to way to alleviate that, so running in release mode as much is possible is recommended.

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  • Ticket #129 – Description

    initial v1  
    1 * tc_CalculateVariationKey: 1.72362 s (8010x): graphics/objectmanager.cpp
    2         // TODO (for some efficiency): use the pre-calculated choices for this object,
    3         // which has already worked out what to do for props, instead of passing the
    4         // selections into BuildVariation and having it recalculate the props' choices.
     1* ~~tc_CalculateVariationKey: 1.72362 s (8010x): graphics/objectmanager.cpp
     2// TODO (for some efficiency): use the pre-calculated choices for this object,
     3// which has already worked out what to do for props, instead of passing the
     4// selections into BuildVariation and having it recalculate the props' choices.~~ Release mode: 38.6697 ms
    55
    6 * Gamesetup/config.cpp: 300ms
    7         g_ConfigDB.Reload(CFG_SYSTEM);  // 216ms
    8         LoadGlobals();  // 64ms
     6* ~~Gamesetup/config.cpp: 300ms
     7g_ConfigDB.Reload(CFG_SYSTEM);  // 216ms
     8LoadGlobals();  // 64ms~~ Release mode: 60ms
    99
    10 * plain_transform: 500ms
    11   flipping font texture files vertically. fix: convert them to e.g. DDS (possibly compressed, if that looks ok?!)
    12   same thing for art/textures/particles/sprite
    13   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)
     10* ~~plain_transform: 500ms
     11flipping font texture files vertically. fix: convert them to e.g. DDS (possibly compressed, if that looks ok?!)
     12same thing for art/textures/particles/sprite
     13cursors 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
    1414
    1515* CSimulation init: 5000ms