fheroes2
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Stop background color cycling to improve performance
Preliminary checks
- [X] I've checked that there aren't other open issues on the same topic.
Describe the problem requiring a solution
When any dialogue window is open, background colour cycling is not being stopped. It leads to unnecessary resources consumption. Also, in the areas which are occupied by the shadow the cycling is being stopped, so part of background water under the shadow is stopped, and outside of the shadow water is moving. It looks weird.
https://github.com/ihhub/fheroes2/assets/10282847/82758218-50c9-4a6b-bd26-4c72093d6b14
Describe the possible solution
I suggest to stop background colour cycling when any dialogue is open.
Additional info
No response
Hi, @drevoborod. I believe this how the original game behaves so we need to weigh this argument too.
On the other hand there is a disconnect between only colors cycling, like the sea, and no other objects animating.
Hi @drevoborod , there could be monsters which require cycling animation such as Phoenix or Titans so we cannot simply stop animation for them.
On the other hand there is a disconnect between only colors cycling, like the sea, and no other objects animating.
And the shadow, as I mentioned before. It's a little strange when a water under the shadow is not animated but all other water moves.
there could be monsters which require cycling animation such as Phoenix or Titans so we cannot simply stop animation for them.
That's why I'm talking about only background color cycling. Maybe there is a way to separate background and foreground cycling?
There is another example below which shows that the problem can be more noticeable in case of another dialogue windows and resolutions.
https://github.com/ihhub/fheroes2/assets/10282847/5eaca21a-5eba-47ea-b8b0-aeb03bfcb923
@drevoborod , yup, for some windows color cycling is not applicable. Also a valid point that other objects are not moving when water does. It is also true for volcanic terrain.