> ah, that
> yes I did
>
> I don't calculate cosa, sina and acosa inside of the pixel loop (and it
> was so in the very first version)
> that's why it didn't help
> here is what I did:
> in static initializer I calculated something like that (it's still in
> the code) :
> public static int NUMB_TRIGONOM_DOTS = 500;
>
> public static double []acoss = new double[NUMB_TRIGONOM_DOTS+1];
>
> static{
> calculateTrigonomFunctions();
> }
> ...
>
> protected static void calculateTrigonomFunctions(){
> for(int i = 0; i <= NUMB_TRIGONOM_DOTS; i++){
> acoss[i] = 180 *
> Math.acos((double)i/(double)NUMB_TRIGONOM_DOTS) / Math.PI;
> }
> }
>
> and all of that didn't help much because :
>
> time of the painting ~80ms >> than time for calculating trig functions
> and I calculate trig functions only once per dt cycle
>
oops, I guess I didn't look at the code clearly, I had thought that you were doing a bunch of trig
for each 'pixel', anyhow looks nice.
=====
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