[SDL] fast draw
dleimbac at phoenix.lhup.edu
Mon Apr 3 06:05:07 PDT 2000
It may take more memory and is sure to be considered a micro-optimsation
but (LOOK BELOW FOR COMMENTS IN YOUR CODE)
On Sun, 2 Apr 2000, Robert Clayton wrote:
> I'm writing a tile scrolling game, and was just wondering if I'm updating my
> screen the fastest possible way.
> imagebmp = SDL_LoadBMP(filename);
> image = SDL_DisplayFormat(imagebmp);
> for(int x = 0; x<10; x++)
> for(int y = 0; y<10; y++)
> rectangle.x = x;
> rectangle.y = y;
//Instead of looking up the indexed image 100 times yoo could
//look it up before you enter the loop and just stor it in your rectagle
//I don't see anywhere in either for loop that changes the value of index.
> rectangle.w = image[index]->w;
> rectangle.h = image[index]->h;
> SDL_BlitSurface(image, NULL, display, &rectangle);
> where display is the screen surface
> and image and imagebmp are surfaces also.
> I know the display loop is just going to show the same tile in a 10x10 grid,
> but just pretend it's a state of the art tile display system :).
> Am I drawing and showing my graphics the fastest way possible?
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