Optimized sprite rotation routines #614
Merged
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This is in its own commit due to the complexity of
gfx_RotateScaleSprite
andgfx_RotatedScaledSprite(Transparent)_NoClip
.The inner loop of
gfx_RotatedScaledSpriteTransparent_NoClip
is 8F faster when a pixel is drawn. I also believe that creating a clipped variant of this routine is possible with a constant performance penalty.I have fixed most of the issues outlined in #612. There are a few limitations to note:
255 * (sqrt(8) - 2)
or ~211.2489) may experience texture wrapping. This should be harmless, as shown below with a 254x254 sprite