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 |
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 |
| 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)~~ Release mode: 5ms |