On Thu, Jan 08, 2009 at 11:15:02PM +0800, Carlos Nazareno wrote: > It's been uploaded and the urls below should run now. > > >> http://www.phlashers.com/projects/teddymark/teddyMarkAS2_100.html > >> http://www.phlashers.com/projects/teddymark/teddyMarkAS2_150.html > >> http://www.phlashers.com/projects/teddymark/teddyMarkAS2_200.html > >> Which have 100, 150, and 200 Teddies running around the 600x400 stage.
I get 3.0 to 4.1 FPS reported with Gnash using AGG renderer on an AMD Athlon(TM) XP 2000+ with 3341.17 bogomips. CPU bound. It's interesting to note that the reported FPS keeps slightly growing, but the same happens with adobe player 10 (which starts from 10.0 FPS and goes up). With a profiling build of Gnash I've verified the most time is spent in rendering shapes: ~38.5% followed by 3.65% for malloc and 2.66% for PropertyList::getProperty. In particular these are the first two entries: Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call 26.91 7.38 7.38 2513521 0.00 0.00 gnash::agg_style_bitmap<...>::generate_span(agg::rgba8*, int, int, unsigned) 10.61 10.29 2.91 75921 0.04 0.15 agg::render_scanlines_compound_layered<...>(...) >From the call graph it seems the first one (generate_span) is called by the second one which is called from void gnash::render_handler_agg<>::draw_shape_impl<..>(). --strk; _______________________________________________ Gnash-dev mailing list [email protected] http://lists.gnu.org/mailman/listinfo/gnash-dev

