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[WIP] DIRECTOR: Improve transitions layer #4167

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moralrecordings
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@moralrecordings moralrecordings commented Aug 7, 2022

  • Transitions now appear in the debug log, including parameters and
    timing.
  • Most transitions would calculate a fixed number of steps, then work
    backwards to figure out the framerate required to fit the duration.
    This approach didn't work for shorter durations, as the delay required
    for the number of steps would drag out the duration. This has been
    fixed by introducing a floor to the number of steps, so that the
    framerate is no higher than 60fps.
  • Multi-pass transitions were previously calling stepTransition() on
    every blit; this would effectively redraw the entire screen ~96 times
    a step and blow out the draw time to ~44 seconds. stepTransition() is
    now called once per step.

- Transitions now appear in the debug log, including parameters and
  timing.
- Most transitions would calculate a fixed number of steps, then work
  backwards to figure out the framerate required to fit the duration.
  This approach didn't work for shorter durations, as the delay required
  for the number of steps would drag out the duration. This has been
  fixed by introducing a floor to the number of steps, so that the
  framerate is no higher than 60fps.
- Multi-pass transitions were previously calling stepTransition() on
  every blit; this would effectively redraw the entire screen ~96 times
  a step and blow out the draw time to ~44 seconds. stepTransition() is
  now called once per step.
@sev-
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sev- commented Sep 18, 2022

Looks good. Please, rebase and merge.

@moralrecordings moralrecordings deleted the transition_fixes branch Sep 21, 2022
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moralrecordings commented Sep 21, 2022

This already got merged as part of #4261

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