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Author Topic: Draw speed  (Read 1156 times)

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Jackieryder

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Draw speed
« on: July 24, 2013, 09:46:36 am »
Hi guy, I am making a RPG with SFML and window forms + C#'s picturebox toolbox. So umh, at the moment all my code run properly, they work as intended, but they are really slow;

Im not sure if it because of the way I code it, but my Tile Engine's Tile placement is extremely slow. Sometime it take up to 3 sec of unresponsive before the tile is actually placed. Sometime the program even crash from "not enough memory" and also crash my facebook messager skype and chrome. I am not an expert programmer, just a hobbyist so I do not have any knowledge on code optimization and such, so dont judge me on that. Here is the 2 functions that I think should have something to deal with the speed issue:


//The MapViewer class (which is abbreviated mv)

public void Render()
        {
            _mapWindow.Clear();

            foreach (TileLayer tl in _map.myLayer)
            {
                foreach (Tile t in tl.myTile)
                {                

                    Texture tx = new Texture(Editor.Instance.curGame.GM.myResource[Editor.Instance.curGame.TM.myTileset[t.TS].ID].myTexture);
                    Sprite sp = new Sprite(tx, new IntRect(t.srcX * Editor.Instance.curGame.TileX, t.srcY * Editor.Instance.curGame.TileY, t.Width, t.Height));
                    sp.Position = new Vector2f(t.plcX * Editor.Instance.curGame.TileX, t.plcY * Editor.Instance.curGame.TileY);
                    _mapWindow.Draw(sp);


                }
            }

            _mapWindow.Display();
        }



//In the actual form:

private void picMapViewer_Click(object sender, EventArgs e)
        {
            if (Map.myLayer.Count <= 0)
                return;

            //Editor.Instance.tilesetPick
            int pickedX = mv.getMouseLoc.X + mv.xOffSet;
            int pickedY = mv.getMouseLoc.Y + mv.yOffSet;
            if (pickedX >= Map.maxX * 32)
                pickedX = Map.maxX * 32 - 1;
            if (pickedY >= Map.maxY * 32)
                pickedY = Map.maxX * 32 - 1;

            pickedX /= 32;
            pickedY /= 32;

            Tile _newTile = new Tile(Editor.Instance.tilesetPick.PickedX, Editor.Instance.tilesetPick.PickedY, pickedX, pickedY, Editor.Instance.tilesetPick.CurTS, Editor.Instance.curGame.TileX, Editor.Instance.curGame.TileY, 100);
           
            if ((int)available[lstLayer.SelectedIndex].GetValue(pickedX, pickedY) < 0)
                Map.myLayer[lstLayer.SelectedIndex].addTile(_newTile);
            else
                Map.myLayer[lstLayer.SelectedIndex].addTile(_newTile, (int)available[lstLayer.SelectedIndex].GetValue(pickedX, pickedY));

            available[lstLayer.SelectedIndex].SetValue(Map.myLayer[lstLayer.SelectedIndex].myTile.Count - 1, pickedX, pickedY);

            mv.Render();

        }


 

Here is the program without the source code, try it and see it for yourself:

https://www.dropbox.com/s/3zw1jv7kag59ztq/Debug.rar

Thank you all
« Last Edit: July 25, 2013, 03:55:04 am by Jackieryder »

 

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