Le Mercredi 24 Août 2005 08:31, Mark Wedel a écrit : > Amorya North wrote: > > > Ah, ok - so I can store a pointer to an NSImage in the cache entry? > > That would help a lot. I was wondering where I'd be able to do the > > conversion. > > You might want to double check the gtk code/image.c - I'm not sure if your > client would need to store anything else. At least for the gtk client, since it > stored multiple image entries (one for the image, one for the mask, as well as > one for inventory display vs map). But if one pointer conveys all the data you > need, then I think that should work. > > > > > As for scaling, it's dead easy in Cocoa. A single line of code will > > scale the map window's contents _after_ it's been composited. So I > > won't allow scaling of images to be stored - it's just not needed! > > If performance is acceptable doing it that way, that is fine. It was just > generally a lot more efficient to scale day the images when created so you are > moving fewer bits around than moving around the full size images and then > scaling down the entire map display - if the scale down is done in software, > probably can't be done fast enough during gameplay. software? cmon we are speaking of cocoa, on a MAC :D more seriously, i think cocoa simply does use opengl to scale (or at least 3D hardware), so this not very expensive. > > that said, there is no requirement that scaling of the data even be allowed. > > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > >