[SDL] Follow up (more details, test results, replies)
Scott Harper
lareon at comcast.net
Tue Apr 17 23:58:28 PDT 2007
On Apr 18, 2007, at 12:54 AM, Scott Harper wrote:
>
> On Apr 17, 2007, at 9:25 PM, Leon Marrick wrote:
>
>> For starters, I didn't explain why using OpenGL
>> ...snip
> ...snip
> The only suggestion, which I hope you will take as an apology for
> what has probably been a rather blunt and perhaps a bit offensive-
> sounding (though I assure you none was intended) email is that you
> may be able to save yourself some time in drawing at the expense of
> memory. You could pre/cache the text you need drawn, once drawn the
> first time, into images stored in memory. That way when you need to
> redraw the text, you can simply draw the cached image without need to
> redraw every last character every frame, and I think that could save
> you some time between frames. Though your initial draw may well take
> as much time as every redraw you're doing now. I'm not an expert at
> this as I've said before. I generally use OpenGL, and have SDL as my
> backend for user input, sound, and simply setting up a drawing area
> for my projects.
I have to apologize. I just re-read your first post, and you said
you already tried pre-rendering.
Sorry I couldn't offer something more helpful.
I am curious, however, who you expect your users to be in that they
won't know OpenGL? I was under the impression that most anyone
involved in graphics programming needed to have at least a
rudimentary understanding of OpenGL or Direct3D, and thus OpenGL
would not be an insurmountable obstacle in the realm of graphics
project source code? Please forgive my ignorance if I am mistaken,
however.
-- Scott
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