Noah Petherbridge
97394f6cdb
Apart from putting the cached bitmaps in a better place, this about finishes up the texture caching optimization and IT IS FAST! When I spam drag a lot of pixels around the FPS may drop to the 40's but once the caches are warmed up the FPS returns to 60 and stays there, even if the screen is very busy with pixels. An undocumented debug feature: set the environment variable DEBUG_CHUNK_COLOR='#00FFFF' to set a bitmap background color besides white to be used when caching the chunks. It helps to visualize where on the screen the bitmaps are being used. May go away in the future. Changes: - Found that the old default chunk size of 1000 was slow to generate bitmap images to cache. The 100px test size was fast and 128 sounds like a good middle ground number to pick for now. - Fixed all the problems with scroll behavior and offset by inverting the sign of the scroll behavior. Scrolling to the Right and Down actually subtracts X,Y values instead of adds them.
27 lines
674 B
Go
27 lines
674 B
Go
package balance
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import (
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"os"
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"git.kirsle.net/apps/doodle/render"
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)
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// Debug related variables that can toggle on or off certain features and
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// overlays within the game.
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var (
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/***************
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* Visualizers *
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***************/
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// Background color to use when exporting a drawing Chunk as a bitmap image
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// on disk. Default is white. Setting this to translucent yellow is a great
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// way to visualize the chunks loaded from cache on your screen.
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DebugChunkBitmapBackground = render.White // XXX: export $DEBUG_CHUNK_COLOR
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)
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func init() {
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if color := os.Getenv("DEBUG_CHUNK_COLOR"); color != "" {
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DebugChunkBitmapBackground = render.MustHexColor(color)
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}
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}
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