BeOS problems with the new SDL

So… I decided to do a big upgrade on the SDL 1.2.2
(http://www.bebits.com/app/2104) with its surrounding libs for all the SDL
games I have ported over the last year to BeOS
(http://www.bebits.com/devprofile/1716) but the new SDL libs are not working
under BeOS as good as they should (or used to).
First of all, when you launch any SDL game the screen flashes (pretty much
as DirectX does when it is launching something for another res) even if it
does not change res and even if it does not go fullscreen. The previous SDL
libs did not do that effect.

The other problem is that SDL now gets 100% of my CPU(s) no matter if I play
a really small game that I know that it does not need much CPU (it seems
that it needs 100% of my CPUs when are running at 2x533 Mhz while under
Linux the game would run on P-133 happily). It seems that the app_server and
the kernel is hitted very hard every time an SDL game is launched. It is
possible that some SDL functions are doing synchronous calls to the
app_server, which seems to be an operation that “costs” a lot to BeOS, while
it does not on other systems.

Sam, please have a look at these issues! I am doing a lot of ports and a lot
of people in the BeOS community are downloading these games.
To test with, just pick the SDL games from here:
http://www.bebits.com/search?search=SDLGameLibs&x=39&y=19

Thanks,
Eugenia

So… I decided to do a big upgrade on the SDL 1.2.2
(http://www.bebits.com/app/2104) with its surrounding libs for all the SDL
games I have ported over the last year to BeOS
(http://www.bebits.com/devprofile/1716) but the new SDL libs are not working
under BeOS as good as they should (or used to).
First of all, when you launch any SDL game the screen flashes (pretty much
as DirectX does when it is launching something for another res) even if it
does not change res and even if it does not go fullscreen. The previous SDL
libs did not do that effect.

I fixed this in the latest CVS.

The other problem is that SDL now gets 100% of my CPU(s) no matter if I play
a really small game that I know that it does not need much CPU (it seems
that it needs 100% of my CPUs when are running at 2x533 Mhz while under
Linux the game would run on P-133 happily). It seems that the app_server and
the kernel is hitted very hard every time an SDL game is launched. It is
possible that some SDL functions are doing synchronous calls to the
app_server, which seems to be an operation that “costs” a lot to BeOS, while
it does not on other systems.

I’m looking into this. Any pointers would be greatly appreciated! :slight_smile:

See ya,
-Sam Lantinga, Software Engineer, Blizzard Entertainment