[SDL] SDL 1.3 on Gentoo/AMD64, first report
Sami Näätänen
sn.ml at bayminer.com
Wed Aug 16 14:51:26 PDT 2006
On Wednesday 16 August 2006 01:42, David Olofson wrote:
> AMD Athlon 64 3500+ stepping 0a (2.2 GHz, 512kB)
> XFX GeForce 6800 Ultra 512 MB (PVT45FYDF7)
> Gentoo Linux/AMD64 (64 bit native)
> Linux 2.6.11-gentoo-r6
> Xorg 6.8.2-r6
> KDE 3.5.3
> nvidia-glx 1.0.8762
> nvidia-kernel 1.0.8762-r1
> Desktop/display: 2560x1600 24 bits
> SDL built with gcc 3.4.5
>
> Tried the usual ./configure, make, ..., but that failed with various
> warnings and errors in SDL_fb3dfdx.c. Disabled fbdev, and it compiled
> and installed just fine.
>
> Tried some examples, but there is some weirdness going on in the
> event handling. Whenever I move the mouse over an SDL window, I get a
> black screen with only the standard KDE mouse pointer over it, until
> I move outside the window again.
>
> Could this somehow be related with my KDE window manager settings? I
> activate windows automatically on mouse-over, so I'd expect SDL to
> receive several events back to back when activating or deactivating
> the window; not just plain mouse moves.
Well I have similar problems and I use fluxbox.
Which version of xorg do you use?
I have xorg-x11-7.0-r1
PS. I also tried afterstep and it had less of these problems.
>
> Some figures, though:
> ---------------------
> -(~/src/other/SDL-1.3/test:$)-> ./testsprite 5000
> Screen is at 32 bits per pixel
> Screen is in system memory
> Sprite is in system memory
> Sprite blit uses RLE acceleration
> 54.54 frames per second
>
> -(~/src/other/SDL-1.3/test:$)-> ./testsprite2 5000
> 475.58 frames per second
>
> -(~/src/other/SDL-1.3/test:$)-> ./testsprite2 50000
> 48.73 frames per second
>
> Tried all blend modes with the last one. All seem to work, and they
> all run at the same speed. Scaling impacts the frame rate as expected
> (bigger sprites!), but no more.
>
>
> Some further observations with testsprite2:
> -------------------------------------------
> Selecting fullscreen mode creates a borderless window, but doesn't
> seem to do anything else (input grabbing is no longer implied?) -
> except eliminate the aforementioned black screen problem.
>
> Noframe works, but does *not* avoid the black screen problem.
>
> Vsync has no effect.
>
> Multiple windows work fine. No significant performance impact. (That
> is, N windows deliver pretty much 1/Nth of the frame rate with a
> single window for any given number of sprites per window.)
>
> Resizing seems to work. Provided it's actually meant to scale the
> sprites and everything with the window in testsprite2, that is.
>
> (Kinda' hard to tell how *well* things behave when moving and
> resizing windows, as all I see is a black screen while I'm actually
> doing it. :-)
>
> The center, position, geometry and title options all seem to work
> correctly.
>
>
> BTW, no subtractive blending? Not sure it would be all that useful,
> though... Alpha, additive and modulation pretty much covers it as far
> as "normal" effects are concerned, I think. (Modulation can be used
> to produce very similar looking effects, although you need to
> "invert" the source colors first.)
>
> Then again, subtractive is probably pretty much a copy/past job, if
> you have additive already - and it's hardly even that for OpenGL. :-)
>
>
> //David Olofson - Programmer, Composer, Open Source Advocate
>
> .------- http://olofson.net - Games, SDL examples -------.
>
> | http://zeespace.net - 2.5D rendering engine |
> | http://audiality.org - Music/audio engine |
> | http://eel.olofson.net - Real time scripting |
>
> '-- http://www.reologica.se - Rheology instrumentation --'
>
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