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    Is there any FPS effective way

    of drawing a full circle

    for(int r = 0; r < 55; r++)
    {
    HalFLife2.m_pMatSurface->DrawColoredCircle(Cvars.radar_x,Cvars.radar_y,r,255,255,255,255);
    }
    Removes 60 FPS D: D: D: D:

    #2
    what are you trying to achieve?
    I 0x90 you!

    Comment


      #3
      D3D

      engine eats too much FPS as you already stated

      Comment


        #4
        Originally posted by iHakk View Post
        D3D

        engine eats too much FPS as you already stated
        yeah that thought already came through my mind. I'd prefer to not have to do it( d3d image)

        Comment


          #5
          bresenhams's circle drawing algorithm
          I 0x90 you!

          Comment


            #6
            ur doing it wrong!

            u print or draw out a circle, cut it out of the paper, paste it on your screen, tada!!!

            this method wont drop any fps! :D

            EVERYTHING BUT TIME IS RUNNING OUT!

            Comment


              #7
              Use D3D bitmaps. If you dont want use Valve textures.

              And btw, shouldnt DrawColoredCircle be already filled?

              Comment


                #8
                DrawOutlinedCircle and play araound with the segments
                I 0x90 you!

                Comment


                  #9
                  Originally posted by aVitamin View Post
                  bresenhams's circle drawing algorithm
                  That wouldnt help him i guess, because i believe that with this algorythm you can just draw a outlined circle either, not a filled one, you would have to do the same he's already doing again. =) And then i believe that you have to draw a lot of pixels one-by-one that would lead to some serious performance iusses too.

                  Best thing you can do is draw a circle from a file.

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