[SDL] Accelerated Blitting under X11?
sandra.jhonson at softhome.net
Thu Jan 16 02:25:01 PST 2003
I have not used GL at all. I want to know that how would it compare with SDL
- individual pixel value assignment on 1024x1024 surface at high update
- 2D colorkey blitting of 1024x1024 surfaces
No 3D stuff in this application.
I have a hunch that the GL pipeline is optimized for the 3D architecture and
individual pixel writes on such a large scale would slow things down. Am I
right or is this otherwise?
----- Original Message -----
From: "Clemens Kirchgatterer" <clemens at thf.ath.cx>
To: <sdl at libsdl.org>
Sent: Thursday, January 16, 2003 1:00 AM
Subject: Re: [SDL] Accelerated Blitting under X11?
> Rafa³ Bursig <bursig at poczta.fm> wrote:
> > Dnia 2003.01.16 09:17 Clemens Kirchgatterer napisa³(a):
> > > Pallav Nawani <pallav at sasken.com> wrote:
> > >
> > > > 2. Use SDL with openGL. That way if you have installed nvidia
> > > > driver, your code will run very fast. But you will now have to
> > > > use openGL stuff, and usual SDL Blitting functions should be
> > > > avoided.
> > >
> > > i thought, the whole point of using glSDL is to map sdl blittings to
> > > gl transparently. so one could get gl hardware support without gl
> > > knowledge.
> > >
> > > please correct me, if i'm wrong.
> > >
> > And what with case that someone hasn't gl accel. card ?
> then, AFAIK, software rendering via MESA will get used, which is for
> sure even slower then software blits via native sdl.
> > How make access to DGA without root ?
> this is the job of the drm kernel module, IMHO.
> > In my case I can create HW surfaces only as root (DGA output) , and
> > have HW to HW accel. blits. !
> but you can also start hardware accelerated GL apps as normal user.
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