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author | madcamel@gmail.com <madcamel@gmail.com> | 2010-10-16 14:35:24 +0200 |
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committer | Yohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer> | 2010-10-17 00:35:41 +0200 |
commit | 9824ccf5946c86df1cf497b797c5f3da5d481d28 (patch) | |
tree | e4fde49c98b6352c5336e4a16d551417fcf256cd /src/resources | |
parent | bc409be3aa785f3646ad0f2372a3da9cf0783c77 (diff) | |
download | mana-9824ccf5946c86df1cf497b797c5f3da5d481d28.tar.gz mana-9824ccf5946c86df1cf497b797c5f3da5d481d28.tar.bz2 mana-9824ccf5946c86df1cf497b797c5f3da5d481d28.tar.xz mana-9824ccf5946c86df1cf497b797c5f3da5d481d28.zip |
Added Low CPU Mode toggle in video setup. Defaults to On.
This disables the Image::setAlpha() function, which
uses 60% of the client's CPU cycles.
When enabled, visual quality is slightly decreased,
especially with the particle system.
Toggling this setting On from an Off state requires
a client restart or the graphics look quite funny.
Bertram's addition:
- Renamed 'Low CPU' to 'Disable transparency (Low CPU)' in the gui
for better understanding.
- Removed the sprite display with 30% opacity when disabling
transparency since it made monsters and drops be drawn above all layers
at full opacity.
- Made the OpenGL mode disable the 'low CPU mode'.
- Fixed the GUI logic as much as possible. Please note that the GUI opacity
slider stays enabled when transparency is disabled even if told to be disabled
in that case.
Reviewed-by: CodyMartin, 4144, MadCamel.
Diffstat (limited to 'src/resources')
-rw-r--r-- | src/resources/image.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/src/resources/image.cpp b/src/resources/image.cpp index cd6bda15..42a6ab56 100644 --- a/src/resources/image.cpp +++ b/src/resources/image.cpp @@ -29,6 +29,7 @@ #endif #include "log.h" +#include "configuration.h" #include <SDL_image.h> #include <SDL_rotozoom.h> @@ -242,6 +243,9 @@ SDL_Surface *Image::getByAlpha(float alpha) void Image::setAlpha(float alpha) { + if (config.getValue("lowcpu", true) == true) + return; + if (mAlpha == alpha) return; |