I'm sure its all my other code that's to blame. One suspicion I have is how
I deal with the selection modifier keys and the drawing of the selection
rectangles. Once the controller figures out which object was hit, it figures
out if the object needs to be selected, added to a selection removed from
the selection...depending on what modifier key was pressed. Currently it
runs through the entire objects again figuring out if objects have to be
deselected/selected and such.
One suggestion that makes sense is keeping a list of selected items so I
only have to work through the selected items list.
The way I handle drawing selections is using multiple 2dObjects (one for
each corner). The object itself maintains these selection rectangles.
...martin
On 9/29/04 5:06 PM, "Lars Jensen" <larsjensen at rcn dot com> wrote:
>>> 50 objects doesn't sound like much. Are you testing the objects' bounding
>>> rectangles before testing their detailed outlines?
>>
>> I missed a 0 there. It's more like a couple of hundred +...
>
> Even so, I'd expect RB to keep up with several hundred shapes using a
> bounding rectangle test, especially on a recent machine. I'd suggest that
> you start there if you're not already doing it (it might be built into
> Object2D for all I know); it's a simple and very substantial optimization.
>
> lj
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