[SDL] Re: Re: Optimized draw policy in the main loop of a game.
Freeman
ahk-freeman at webmails.com
Sat Aug 23 10:48:07 PDT 2003
> Welcome!
Thanks !!!!!
> ....
>To have a moving background with a selective erasure
>scheme like above, you'd need to re-blit the screen
>content to an offset location... if it's a hardware
>surface one of SDL's blit functions may be able to
>transfer directly from hardware memory to hardware
>memory.
What ?, Does a simple call to BlitSurface() with both src and dest
surfaces pointing to the sreeen will do the stuff ??,by the way which
is the fatser :
-1 Redraw an internal surface to the sreeen everytime with a different
offset,
And then update !
-2 Try to take what's there on the screen and redraw it on the screen with
an offset ,
And then perform an UpdateRect(screen,0,0,0,0) !!!
I guess the answer is '2' !!!
> Chances are it'll actually be faster as a
>software surface, in which case you might be able to
>write a faster move/blit function than the generic
>one... assuming your screen dosn't move too much (how
>much will again depend on the system) you could write
>a single for loop that would do an extra draw in the
>new 'uncovered' area, but wouldn't have as many
>comparisons. If you're interested in an example of
>what I'm talking about let me know. (It might only be
>worth it for 1 or 2 pixels shift left/right)
Of course I am !!!! thank you in advence !!!!!
>Also, as a final note: most systems today are fast
>enough that you may want to postpone optimization
>until you are fairly close to 'finished' with the game
>(and by cloes to finished I mean close to
>releasing/going beta/going past beta). This has the
>advantage of being able to know how everything is
>layed out, and hence where exactly you should start
>optimizing :).
Yes ,but the problem is that I'm designing a 2D game engine,(which
is 100% pure ANSI/ISO C++ ,..I plan to release a beta version with
in a few weeks ....anyway ....), And want it to be general pupose,and do
the right optimization for most of the games.....
>Geeze I reply too long too much... :)
Yes ,and many thanks to you Mike !!!....
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