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HWA and Textblitter
Okay so I realise Text Blitter hasn't been optimized for HWA yet, but what does this mean exactly?
I'm having some real troubles in my game at the moment because I reeeally need Text Blitter in it and I'm getting massive framerate hits because of it.
Does it not being optimized mean it runs as slowly as it would in MMF2 standard? Or does that mean it runs slower?
Any ideas on how I could speed it up? I've done things such as reducing the Text Blitter image to its optimal size. When I create the object I set its width and height so that it's the minimum it can be to display the text aswell. Also, which do you think would run better; 2 different Text Blitter objects, or 1 with an image twice as large?
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Re: HWA and Textblitter
Actually, it doesn't matter so much anymore...I found a way of removing about 1000 objects from the runtime and the speed is fine now : )