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  • Render "Mice Stuff" as bitmaps
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Render "Mice Stuff" as bitmaps
Fxie
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#1
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Standard mouse movement (standing, running, and ducking), earth grounds, grass grounds, stone grounds, and some other stuff is all pre-rendered. What does this mean? Well, for one it means that when you zoom in this stuff all looks blurry because it's not rendered as vectors but rasther an actual image, but what it also means is that you experience FAR less lag.

Most old "mice stuff"/decorations are already rendered as bitmaps: trees, bushes, and flowers to name a few. This is why they look blurry when you zoom in but also why they look very smooth when you use low quality.

Have you noticed editing a map that's decoration intensive--mostly tribe houses--and at some point everything starts to get REALLY laggy? This is because every vector is being re-rendered. This is also why tribe houses are generally laggier altogether: you're rendering a LOT of vectors individually for each graphic instead of a quick bitmap image which computers can process much faster.

What harm could this do? To be honest, the only con is that you can't zoom in and keep perfect quality on the decorations that do use vectors now, but that's not really a big concern. Considering you can't rotate mice stuff or anything, they would look EXACTLY the same or BETTER if you use low quality--but still REDUCE LAG.

So what do you get from rendering decorations as images? You get better quality and less lag. Both in one package.


Edit: to expand upon this suggestion:

Rending default colors of recolorable decorations
There's an obvious reason why recolorable decorations can't be rendered: you can't render every color. However, most decorations use default color properties. Therefor, we can save some XML as well a boost rendering speed and quality: when objects are set to default colors, do not save the color and use a pre-rendered bitmap of the default object.
Admshumaker
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#2
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Support.
Yosueguillen
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#3
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/Support
Buzzrobbytoo
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I didn't understand a word you said.... but im still gonna /support
Willinator
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Support
Fluttarshy
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#6
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I support ^-^
Chandara
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support
Elvis
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/Support
Pictures tend to look ugly when you zoom in on your maus with flowers and trees behind you as they are all blurry and ew
Moepl
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As far as I know every decoration and grounds are cached as bitmaps in transformice. Have you analysed any code that suggests otherwise?
Fxie
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Moepl a dit :
As far as I know every decoration and grounds are cached as bitmaps in transformice. Have you analysed any code that suggests otherwise?

Actually, upon further inspection, I found the exact culprit: all recolorable decorations aren't rendered. There's a good point there: you can't render every color. Still, considering most of us use the default colors anyway, I think it'd be best to still render the defaults if no diferent color is specified (and this could also stop saving default colors in the XML which is just a waste of space).
Aleeeeeh
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/Support

Also some observations:
Cloud ground shouldn't be pre rendered because it makes it look blurry and unaligned as hell.
Backgrounds should be bitmaps as well since they're big and cause a lot of lag too.
Cheese and hole should be bitmaps for the same reason as other decorations.
Shaman objects are pre rendered (not in the map editor though) but there's a little problem, they're pre rendered in the quality you're playing. This means that if you play in low quality and an item spawns for the first time it will look bad. A high-quality preload of these items would be nice.
Fxie
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Aleeeeeh a dit :
/Support

Also some observations:
Cloud ground shouldn't be pre rendered because it makes it look blurry and unaligned as hell.
Backgrounds should be bitmaps as well since they're big and cause a lot of lag too.
Cheese and hole should be bitmaps for the same reason as other decorations.
Shaman objects are pre rendered (not in the map editor though) but there's a little problem, they're pre rendered in the quality you're playing. This means that if you play in low quality and an item spawns for the first time it will look bad. A high-quality preload of these items would be nice.

I agree with backgrounds definitely as well--there's absolutely no need to keep those as vectors.

Also I was thinking about how things are rendered in medium quality. It probably would look very nice if TFM loaded first in high quality to better prerender everything.
Aleeeeeh
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Moepl a dit :
As far as I know every decoration and grounds are cached as bitmaps in transformice. Have you analysed any code that suggests otherwise?

I'm not sure but I don't think every ground is set as bitmap. Just the ones with repetitive patterns like grass, sand, earth, stone and lava. Although, cloud is a stretched bitmap and that makes no sense.
Boygawgaw
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/support

Very wall explained, Fxie.
Midnightecho
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#15
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/support *-*
Aleeeeeh
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#16
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Bump o/
Plague
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#17
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me - *reads* *rereads* wut. ._.
*rereads again* Oh..
/support
Aleeeeeh
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#18
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Necrobump .-.
Fxie
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#19
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It'd be great it more people cared about performance updates
Aleeeeeh
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#20
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Fxie a dit :

Rending default colors of recolorable decorations
There's an obvious reason why recolorable decorations can't be rendered: you can't render every color.

I was wondering how recolorable hats get prerendered then... uhm.
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