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Re: [pygame] Dirty rect overlapping optimizations

I tested the effect of my optimize_dirty_rects script that René mentioned, and I found that the time spent in my optimization algorithm exceeded the time saved by blitting fewer pixels. :-( I've thought about reimplementing it in Cython to see if that would make the algorithm run fast enough that its overall effect is to save time, but I haven't gotten around to doing that.


On Mar 26, 2017 2:50 PM, "René Dudfield" <renesd@xxxxxxxxx> wrote:
Because rectangles can overlap, it's possible to reduce the amount drawing done when using them for dirty rect updating. If there's two rectangles overlapping, then we don't need to over draw the overlapping area twice. Normally the dirty rect update algorithm used just makes a bigger rectangle which contains two of the smaller rectangles. But that's not optimal.

But, as with all over draw algorithms, can it be done fast enough to be worth it?

Here's an article on the topic:

jmm0 made some code here:

DR0ID, also did some with tests and faster code...

So far DR0ID says it's not really fast enough to be worth it. However, there are opportunities to improve it. Perhaps a more optimal algorithm, or one which uses C or Cython.

"worst case szenario with 2000 rects it takes ~0.31299996376 seconds"
If it's 20x faster in C, then that gets down to 0.016666. Still too slow perhaps.

It's not an embarrassingly parallel problem... I think. But I haven't thought on it much at all. Maybe there is a use for multi core here.

Anyone done any other work like this? Or know of some good algos for this?