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Re: [pygame] FastRenderGroup revised (update4)



Brian Fisher:
> We tested a lot of different approaches and tiling was by far the
> fastest we tried (in C++ anyways). In particular the fastest
> implementation for us was where each tile has it's own rect, and it
> does min/max ops on the cells rect to grow it to cover the overlap
> being the dirty rect and the cell area. 

Do you have any benchmark figures from these tests you could share? 

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