Posts: 2513 from 2003/3/5
Took some time to re-write the drawing code. Odyssey would normally repaint whenever WebCore requested an update, while my old code aggregated WebCore changes into a biggest common rectangle. The new code splits the visible area into 64x64 tiles (just like Enhanced Display, by the way). This is very efficient when dealing with multiple damaged areas in one redraw pass. This has also let me use ScrollWindowRaster for vertical scrolling, greatly improving scroll's performance.
Also, figured I may as well enable sub-pixel antialias...