diff --git a/engine/MUNGA_L4/L4GLASSWIN.cpp b/engine/MUNGA_L4/L4GLASSWIN.cpp index ded2c53..744417c 100644 --- a/engine/MUNGA_L4/L4GLASSWIN.cpp +++ b/engine/MUNGA_L4/L4GLASSWIN.cpp @@ -1180,7 +1180,16 @@ static void info.bmiHeader.biCompression = BI_RGB; const RECT &r = w->surfaceRect; - SetStretchBltMode(dc, HALFTONE); + // STRETCH MODE (perf, 2026-08-09): default COLORONCOLOR. HALFTONE runs a + // per-output-pixel resample filter; done synchronously for all 7 glass windows + // every ~16 Hz repaint (BTGlassPanels_Tick), it was the per-display-mode perf + // sink -- playtesters saw ~20 fps in the exploded panels vs ~130 fps in the + // cockpit surround (same scene, same machine). The MFDs are low-res pixel + // content, so nearest-neighbour reads crisp (and closer to the pod CRT). + // BT_GLASS_SMOOTH=1 restores HALFTONE for anyone who prefers smoothing to speed. + static int sSmooth = -1; + if (sSmooth < 0) sSmooth = getenv("BT_GLASS_SMOOTH") ? 1 : 0; + SetStretchBltMode(dc, sSmooth ? HALFTONE : COLORONCOLOR); SetBrushOrgEx(dc, 0, 0, NULL); StretchDIBits(dc, r.left, r.top, r.right - r.left, r.bottom - r.top,