In our previous episode, Graeme Geldenhuys said: > When the application runs, most of the time spent is finding > intersection points in the raycasting engine and rendering each frame to > the image buffer. In overall comparison, very little time is spent > bit-blitting the image buffer to the screen.
Ah ok, so a tight loop benchmark. _______________________________________________ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal