I'm writing a 2d tile-based engine. Currently, my drawing routine uses the C# Drawing library to redraw every visible tile every time the screen refreshes. I got scrolling and zooming to work, and everything looks the way I want it to. But the routine is slow. Now I'm trying to improve it. I've a couple of questions:
First, I think redrawing the tiles at every refresh is unnecessary (since they never change). Right now I'm trying to change the algorithm so that it writes the whole map to a single bitmap at initialization, and then cuts the correct portion of the bitmap when it's time to draw. Do you think this is the right way to go? (I also considered leaving the image in the background and just scrolling over it. But then I decided that I don't want to draw stuff that's outside of the field-of-view. However, perhaps that is cheaper than cutting/pasting? A memory vs time issue?)
Second, as far as I understand the C# Drawing routines do not use the full power of the GPU. I think I should try to do the drawing in OpenGL (or DirectX, but I prefer the former, since it is multiplatform). Will that help? Do you know any tiling (or general pixel-drawing) tutorial for OpenGL? A book reference could also help.
I also don't do multi-threading at the moment (in fact I only have a vague idea of what that is). Should I try to multi-thread the drawer? Or would OpenGL make multi-threading for graphics redundant?
Thanks.