[SDL] Streaming textures with SDL 1.3

Sam Lantinga slouken at libsdl.org
Sat Feb 12 17:41:58 PST 2011


It usually doesn't matter, but if the driver is doing something smart like
pinning the texture memory and doing async GPU controlled DMA, you can avoid
a copy by locking the texture directly instead of keeping a separate copy of
the image data in your application.

On Sat, Feb 12, 2011 at 12:23 PM, Pavel Kanzelsberger <kanzels at gmail.com>wrote:

>  Hi,
>
> just a question since I'm using SDL_UpdateTexture quite heavily... well I
> didn't check the source code for streaming textures but is this supposed to
> be faster then SDL_UpdateTexture? And if yes, how? :)
>
> regards,
> --
> Pavel Kanzelsberger
> Sent with Sparrow <http://www.sparrowmailapp.com>
>
> On Sobota, 12. február 2011 at 17:00, Sam Lantinga wrote:
>
> Oh, good catch, thanks!
>
> On Sat, Feb 12, 2011 at 6:20 AM, Vittorio G. <vitto.giova at yahoo.it> wrote:
>
> hello Sam,
> this is very interesting and useful at the same time! I was really
> hoping that there was some more perfomant way to modify the texture
> rather than SDL_UpdateTexture
> just a note, you forgot NULL as second parameter of SDL_LockTexture
> thanks for the happy moose tutorial
>
> Vittorio
>
> On Fri, Feb 11, 2011 at 10:03 PM, Sam Lantinga <slouken at libsdl.org> wrote:
> > I put up a streaming texture tutorial on my blog:
> > http://slouken.blogspot.com/2011/02/streaming-textures-with-sdl-13.html
> >
> > Enjoy!
> > --
> >     -Sam Lantinga, Founder and CEO, Galaxy Gameworks
> >
> >
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> >
> >
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>
>
> --
>     -Sam Lantinga, Founder and CEO, Galaxy Gameworks
>
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-- 
    -Sam Lantinga, Founder and CEO, Galaxy Gameworks
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