yes I know the texture 'quality' makes no difference in memory as long as the total number of bits are changed,it's just weird WZ render lags the overall performance in the areas where you least expected:
1.the matrix multiplications' performance impact is minor(probably 5% fps drop) with 'drawshadow' function disabled(the one actually draws the shapes,not the ones doing matrix stuff) 2.after some simple 'vertex3f to color3f' tests,it turns out that the poor performance is geometry limited...really odd it could be geometry limited with wz's low polygons... 3.cpu usage by renderer is pretty high too,it always gives you unacceptable fps and 100% cpu usage for 1Ghz or lesser,100% cpu and acceptable fps for 1Ghz - 1.5Ghz,80% or so cpu for 2 - 3Ghz or AMD equivalent...consider the old one can run happily on a 500-1000Mhz from what I heard and I dont think changing software/d3d renderer to opengl will up the cpu requirements(actually changing software to opengl should reduce cpu burden imo...)... 4.changing texture affects performance... 5.wondering why there are no inline function in piedraw.c... sorry for the slow reply,was uploading the changed png's at 12KB/s... http://rapidshare.com/files/16002859/tex.zip.html
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