Hallo,

I have this function that gets called for every single frame in my game. It is for drawing a sprite with rotation. Right now it is a lot slower then the function that draws a sprite without rotation. When I started optimizing the function it gave me around 55 fps, not I am up in 95.

Can anyone see something that might make it even faster?

The "boundingBox.pointIntersection(point)" is also very expensive, here is how I do it:Code:void Visualisation::drawRotationSprite(int spriteId, float rotation, int xPos, int yPos) { // Not sure why I have to do this: rotation -= 90; // Create the boundingBox BoundingBox boundingBox = BoundingBox(0, 0, spriteList[spriteId].getWidth(), spriteList[spriteId].getHeight()); // Rotate boundingBox.rotate(rotation); // Move the bounding box boundingBox.move(xPos, yPos); // Create a axis alligned box BoundingBox allignedBox = boundingBox.allignToAxis(); // Convert from radians to degrees. This is the valuse we use to rotate the point back // to find the right sprite pixel float cosVal = cos(-(rotation * PI / 180.0)); float sinVal = sin(-(rotation * PI / 180.0)); // For each pixel in the aliignedBox go back to the texture and see if there is a pixel there. // if it is, copy the color of it for(int y = allignedBox.getYpos(); y < allignedBox.getYpos() + allignedBox.getHeight(); y++) { for(int x = allignedBox.getXpos(); x < allignedBox.getXpos() + allignedBox.getWidth(); x++) { vertex point = vertex(x,y); if(boundingBox.pointIntersection(point)) { // Rotate the point back to find the right pixel color int newX = point.x; int newY = point.y; int tempX = newX; int tempY = newY; newX = (tempX * cosVal - tempY * sinVal); newY = (tempY * cosVal + tempX * sinVal); // Find the correct sprite pixel int pixelIndex = newY * getSprite(spriteId).getWidth() + newX; // Dont know why I have to do this. Vector out of range without it if(pixelIndex >= getSprite(spriteId).pixelList.size() - 1) pixelIndex = getSprite(spriteId).pixelList.size() - 1; // Draw the point int offset = 4 * ((x * screenRec.getWidth()) + y); screenPnt[offset+0] = getSprite(spriteId).pixelList[pixelIndex].b; screenPnt[offset+1] = getSprite(spriteId).pixelList[pixelIndex].g; screenPnt[offset+2] = getSprite(spriteId).pixelList[pixelIndex].r; } } } }

Sorry if this is the wrong forum or an inappropriate question.Code:bool BoundingBox::pointIntersection(vertex &point) { point.x -= vertexList[1].x; point.y -= vertexList[1].y; Vector2D v0 = Vector2D( point.x, point.y ); Vector2D v1 = Vector2D( (vertexList[0].x - vertexList[1].x), (vertexList[0].y - vertexList[1].y)); int val_1 = Dot(v0,v1); if(0 <= val_1 && val_1 <= Dot(v1,v1)) { Vector2D v2 = Vector2D( (vertexList[3].x - vertexList[1].x), (vertexList[3].y - vertexList[1].y)); int val_2 = Dot(v0,v2); if( 0 <= val_2 && val_2 <= Dot(v2,v2) ) return true; } return false; }

Thanks,