jonseq
04-20-2003, 04:27 PM
I converted some LoY maps (see http://seq.sourceforge.net/forums/showthread.php?s=&threadid=3126) and noticed that performance is very bad for those zones, except when I turn map lines off. This is with a windows X server on a slow laptop, but still ... (I already turned off ssh X forwarding and instead directly set DISPLAY, which helps a little)
It looks like the converted map files (generated using the in-game cartography tool, no doubt) contain an excessive number of line segments - in fact, displaying some of them, with labels, in-game, depletes EQ's internal UI resources when zoomed out all the way. Specifically, my torgiran and gunthak maps are half a meg each, and seem to consist entirely of 2-point line segments (as opposed to probably more efficient polylines)
I'm sure I could come up with an algorithm to minimize the map by joining line segments (or find one on citeseer). This is probably something that should be done offline outside of SEQ.
Would there be any speedup from merging adjacent line segments into polylines?
Are there any in-game modifications that could speed map drawing? I don't know much about X, but could you do something to save the map into a display list and animate spawns without having to resend the entire map frame? Player movement could use a larger display list with a X-server-side scaling and clipping - but is such a capability available?
It also might be nice to add a "layers" tag/filter since height based filtering is hackish and doesn't work well for many maps. The three layers allowed by the in-game tool seem sufficient and it would be nice to not lose information translating between the in-game and seq map formats.
It looks like the converted map files (generated using the in-game cartography tool, no doubt) contain an excessive number of line segments - in fact, displaying some of them, with labels, in-game, depletes EQ's internal UI resources when zoomed out all the way. Specifically, my torgiran and gunthak maps are half a meg each, and seem to consist entirely of 2-point line segments (as opposed to probably more efficient polylines)
I'm sure I could come up with an algorithm to minimize the map by joining line segments (or find one on citeseer). This is probably something that should be done offline outside of SEQ.
Would there be any speedup from merging adjacent line segments into polylines?
Are there any in-game modifications that could speed map drawing? I don't know much about X, but could you do something to save the map into a display list and animate spawns without having to resend the entire map frame? Player movement could use a larger display list with a X-server-side scaling and clipping - but is such a capability available?
It also might be nice to add a "layers" tag/filter since height based filtering is hackish and doesn't work well for many maps. The three layers allowed by the in-game tool seem sufficient and it would be nice to not lose information translating between the in-game and seq map formats.