[SDL] Incremental updates and hardware/double buffered surfaces
David Olofson
david at olofson.net
Wed Aug 24 05:33:49 PDT 2005
On Wednesday 24 August 2005 06.30, Sam Lantinga wrote:
> > Problem is, when I switch to fullscreen mode, the screen flickers
> > because the next update is a dirty update. The only way I've been
> > able to fix it is basically force a full update each frame,
> > eliminating the incremental/dirty update code. But in this case,
> > now performance drops again. Is there a way of combining
> > incremental updates with hardware/double-buffered surfaces in such
> > as way that I don't have to redraw the whole frame every frame?
>
> It's pretty simple, you just have to maintain two dirty lists, one
> for each back buffer. There are some pretty good descriptions on
> the mailing list if you use the search option at www.libsdl.org
My Pig example/game includes this feature, along with a small "engine"
that combines dirty rectangles for efficiency - though it's not
exactly a simple, minimal example. ;-)
http://olofson.net/examples.html
//David Olofson - Programmer, Composer, Open Source Advocate
.- Audiality -----------------------------------------------.
| Free/Open Source audio engine for games and multimedia. |
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