andlabs / andlabs/libui

How to constrain area redrawing to clip region?

Open
#540 1 comment 1 reaction 0 assignees View on GitHub
Dominant language
C
Stars
10.9k
Forks
612
PR merge metrics
No merged PRs in 30d

Description

Hi,

I built this game, [Glimmer Tetris](https://github.com/AndyObtiva/glimmer-dsl-libui#tetris)

It runs fast with a basic 2D look (each block is a path).

![glimmer-dsl-libui-mac-tetris](https://user-images.githubusercontent.com/23052/140208138-124d1376-bfea-461d-9684-79e92f756db5.png)

When I attempt to add a simulated bevel-block 3D look via 4 extra polygons per block where each polygon is a figure of multiple line calls done under a single path (similar to the [Glimmer Tetris built with SWT](https://github.com/AndyObtiva/glimmer_tetris))...

![Screen Shot 2021-11-03 at 6 35 17 PM](https://user-images.githubusercontent.com/23052/140210524-720e179c-8487-4138-99e5-ea12350b2c20.png)

Area redrawing slows down to a crawl!

I ensured that only a single redraw is happening per movement of the Tetris tetromino blocks.

My question is: I could probably optimize performance by asking the area to redraw only the blocks that changed instead of the entire playfield.

How do I do that with libui? Is that option available? The only thing I saw is queueRedrawAll, which redraws everything.

Is that what save and restore are all about? Initial saving... restoring the whole area, making a small change, and then saving again? Does that improve performance?

If clipped redrawing is not available, this would be a great performance optimization feature to have I think.

Contributor guide

Open the contributing guide

Assessment

This issue has not been assessed yet.

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.