[SDL] SDL 1.3 status ?

Forest Hale havoc at ghdigital.com
Fri Jul 29 01:29:20 PDT 2011

As I was saying before, software rendering is a major CPU hog, beyond what one can easily imagine.

The simple reality is that memory is the bottleneck, and the GPU has faster memory.

Aside from this, it's also remarkably hard to shovel the pixels over the PCI-E bus to the video card at reasonable speeds.

On 07/28/2011 11:57 PM, Jared Maddox wrote:
> For what it's worth, I'm in favor of removing the compatibility
> support, keeping software rendering, and adding a stand-alone (so it's
> useful for general image manipulation) roto-zoomer function.
>> Date: Wed, 27 Jul 2011 22:07:08 -0700
>> From: Nicholas Vining<mordred at icculus.org>
>> To: sdl at lists.libsdl.org
>> Subject: Re: [SDL] SDL 1.3 status ?
>> Message-ID:<4E30EE7C.8020005 at icculus.org>
>> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>> Based on what we want to do for the next
>> game, I'm going to end up writing an actual OpenGL renderer, and that's
>> going to be a support nightmare. Them's the breaks, I suppose.
> If it isn't especially complex, you might try using TinyGL instead of
> just whatever OpenGL implementation the users have, it's purely
> software, supposed to be fast, and it looks like there was at least an
> attempt to port it to SDL. If it'll work for your case, then it'll
> (hopefully) be easier to support than the alternatives.
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> SDL at lists.libsdl.org
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Author of DarkPlaces Quake1 engine - http://icculus.org/twilight/darkplaces
Co-designer of Nexuiz - http://alientrap.org/nexuiz
"War does not prove who is right, it proves who is left." - Unknown
"Any sufficiently advanced technology is indistinguishable from a rigged demo." - James Klass
"A game is a series of interesting choices." - Sid Meier

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