[SDL] Performance questions from a MacOS X user
matt hull
mattmatteh at mac.com
Fri Nov 9 20:53:10 PST 2007
i dont think SDL 1.2 uses hardware vram for windowed apps, only full
screen.... not sure though.
i think there was some talk about improvements with version 1.3; as
that would use opengl textures.
matt
On Nov 9, 2007, at 4:35 PM, jeroen clarysse wrote:
> (well, actually from a Visual C 6 user who is trying to appreciate
> the Mac world :-)
>
> I' delighted to say that I got the SDL samples compiled under
> XCode3 (leopard). Apparently, dropping the given FrameWorks for SDL
> projects into /Library/Application Support/.Apple/Developer Tools/
> Project Templates/Application/ doesnt work under leopard : after
> quitting & restarting XCode, these new types do not show up in the
> wizard of "new project".
>
> fortunately, one can simply these frameworks as a whole, fiddle
> around a bit to replace the template strings, and get things
> compiled !
>
> What worries me though is the gdb console output that I see when I
> run the application :
>
> 2007-11-09 23:33:19.573 «PROJECTNAME»[2332:813] Warning once: This
> application, or a library it uses, is using NSQuickDrawView, which
> has been deprecated. Apps should cease use of QuickDraw and move to
> Quartz.
>
> What does this imply ? Will this have a performance hit on blitting
> 2D sprites ? My application is very very simple (just some 2D
> surface blitting) but really really really needs all the speed it
> can get, since it will be used for psychology priming experiments
> on 200Hz monitors, so I really have to be sure that I can blit a
> few sprites in less than 1millisecond.
>
> is there any way to reassure myself that blitting is hardware-
> optimized within VRAM ?
>
> many thanks !
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