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Postby Kzinti » Mar 2, 2004 @ 10:25pm

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Postby fast_rx » Mar 2, 2004 @ 11:04pm

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Postby fzammetti » Mar 2, 2004 @ 11:32pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby jaguard » Mar 3, 2004 @ 9:03pm

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Postby Kzinti » Mar 3, 2004 @ 10:28pm

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Postby gamefreaks » Mar 4, 2004 @ 10:14pm

If you are modifying the whole surface, for very fast performance, rather than calling Lock/Unlock, you might want to try modifying the PF sources and add a function to return a BackBuffer pointer.
Calling Lock/Unlock copies the display to a tempery buffer, and back again on calling Unlock.
The memory copying alone is a performance crippler!

Hope this helps.
What if everything is an illusion and nothing exists? In that case, I definitely overpaid for my carpet. -Woody Allen
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Postby Dave Johnston » Mar 4, 2004 @ 11:43pm

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Postby jaguard » Mar 5, 2004 @ 9:48am

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Postby Guest » Mar 5, 2004 @ 10:31am

[quote="jaguard]Well, its simple. We get 3x3 mask, multiply each on coefficients, sum them all, and return value to the middle element(i[1,1] zero-bazed).
The simplest filter is blur -
[1/9, 1/9, 1/9]
[1/9, 1/9, 1/9]
[1/9, 1/9, 1/9]

[/quote]

Woah your doing how many divides and multiplies per pixel?? Im guessing this is where the huge performance hit is comming from.
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Postby jaguard » Mar 5, 2004 @ 10:42am

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Postby Guest » Mar 5, 2004 @ 10:40pm

I really dont see the difference unless your using that matrix to represent something else.

Any constant multiplied or divided into a matrix has to do operate on element. Unless all those values are the same number and then you would only have to do it once.
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