One of the most serious issues with the existing FleexCore2 implementation of Galaxy-style graphics was that it always decompressed every chunk as soon as the files were opened. All that bit-twiddling in such a high-level language takes a lot of time, so I had to do the whole workaround with the underscore-prefixed options on GalaxyGraphicsChunkSettings to make Abiathar's EGA loading not take a million years.
To remedy this and include the special CGA/VGA features necessary for Gash, I started an entirely different FleexCore2 class called NextGenGraphics. It uses the .NET Lazy(Of T) class to delay the construction of the graphics objects. Now, chunks will not be decompressed unless the resource they represent is called for. I have not yet started the actual graphics loading for this class, but it should be pretty easy once I figure out how to genericize the code that already exists in GalaxyGraphics.
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