[SDL] Performance with 2D graphics and no OpenGL

Tom Davies tdavies at gmail.com
Fri May 18 08:00:31 PDT 2007


Thanks for the reply.

What are my options if I want to rotate largish images in real time ? (I
can't really cache them without taking up a lot of RAM).

On 5/18/07, Edward Byard <e_byard at yahoo.co.uk> wrote:
>
> Hey Tom
>
> No point using OpenGL for 2D applications, IMHO. SDL is more than capable,
> and also there is the SDL_gfx library which can rotate and scale (rotozoom)
> your surfaces.
> Not great for real-time application but just cache the data.
>
> Ed
>
> ----- Original Message ----
> From: Tom Davies <tdavies at gmail.com>
> To: A list for developers using the SDL library. (includes SDL-announce) <
> sdl at lists.libsdl.org>
> Sent: Friday, 18 May, 2007 11:29:47 AM
> Subject: [SDL] Performance with 2D graphics and no OpenGL
>
> Hello,
>
> I am writing a really simple little demo that is entirely 2D, but has a
> bunch of sprites that need to be scaled and rotated fairly often. I am
> writing it in vanilla SDL without any OpenGL, but now that I am about half
> way through I am beginning to worry whether this will affect the performance
> of my application too much. Would using OpenGL be a better option in this
> case? I am not really looking forward to learning how to figure out all this
> stuff in OpenGL and re-write a whole lot of code, so if it is the best
> option to use OpenGL if anyone could point me in the right direction to find
> some good resources that deal with OpenGL and SDL for 2D applications I
> apprecaite it. If, on the other hand, using regular SDL should be okay for
> this application, then please let me know. Thank you!
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