New graphics engine and scaling

I understand that the map boards are now being scaled in blocks, but why does it pause just as long when the scale factor is 1.0? Is it doing the same thing for 100% as with all the other zoom levels?

Thus spake “mkiefte”:

Yes. When using images backed by memory-mapped files, reading from them
every time you scroll is too slow, so I read tiles and cache those at 1:1.

Do you find this to be a problem? It could be changed so that tiling doesn’t
happen at 1:1 when memory-mapped files are not in use.


J.


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I guess I don’t understand enough of how it works. This is what I’ve
been experiencing though:

  • When I load in a very large map, there is a very long wait. My
    suspicion was that it was rescaling to 1:1, but that apparently is not
    the case. The time-savings I’m seeing is with non-1:1 zooms, but 1:1
    is much, much slower.

  • When I’m importing ADC2 modules, I create a counter tray that is
    basically a second mapboard with a number of stacks with labels. I
    notice that when I open the second mapboard, there is also a pause,
    which is odd, because it’s always 1:1 and it’s often smaller than the
    screen size.

  • When the counter tray is open, cycle useage on my laptop is past 50%
    even when Java is not obviously doing anything (ps says it’s Java).
    Likewise, when only the main map is open, it hovers around 25% for no
    obvious reason.

It is a laptop we’re talking about here, but it’s a relatively good
one. I just don’t have a good sense of what it’s doing. Does the
image rendering library turn off tiling when it looks like it doesn’t
need to have it?

  • M.

On 03/02/2008, Joel Uckelman uckelman@nomic.net wrote:


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Thus spake “Michael Kiefte”:

How large? How long? Do you have memory-mapped images on or off?

This is probalby because map images aren’t loaded until they are first
used.

You need to profile this to find out why.

When memory-mapped images are on, there is no time when tiling isn’t needed.
The only time when tiling isn’t needed when all images are in-memory is
when the map is 1:1, but presently tiling happens then anyway.


J.


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3916x5366.

Approximately 30s.

Originally it was deselected. However, the behaviour doesn’t change
whether it’s on or off.

The force pool window is 543x912 and takes 7s to appear. Again, it
doesn’t seem to matter whether memory-mapped images is selected or
not.

This example is from the Burning Blue ADC2 module from GMT.

Any ideas?

  • M.

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Thus spake “Michael Kiefte”:

That’s about what I’d expect for an image of that size.

You really need to put this into a profiler to see where the time is
being spent. The profiler that I’ve been using is YourKit. Brent got
us licenses for it—ask him and he’ll get you one.

I’m not going to have time to look at it myself prior to the feature
freeze, as I’m trying to finish integrating the stuff from the initial
screen into the app menus.


J.


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On Feb 3, 2008, at 5:42 AM, Michael Kiefte wrote:

Are you just doing this for practice with adapting ADC2 modules?

There’s already a Burning Blue native Vassal module:

<http://www.vassalengine.org/community/index.php?option=com_vassal_modules&task=display&module_id=296


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I’ve been picking them at random. GMT has a bunch on their website.
I’m going to take a look at the native VASSAL module just out of
curiosity though.

  • M.

On 04/02/2008, Thomas Russ tar@isi.edu wrote:


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Of course, since I don’t actually own Burning Blue, and it’s a very
different sort of game apparently, I’m not sure what I’m looking at…

On 04/02/2008, Michael Kiefte mkiefte@dal.ca wrote:


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