i’m looking for a fast (and still portable) way for blitting in SDL+OpenGL in
2 scenarios, but I’m not being able to find out how to do this. Any hints ?
I’ll be grateful for any comments.
Fixed Image (background for the 3d animation):
the ways i wonder it’s possible to do this is:
a) create a big texture with the background and draw a texturized quad
wherever region i want to redraw. How should one handle when the size of the
screen is not easily divided into 2^n sized rectangules ? (for instance
800x600) Do i have to handle the assossiated geometry complexity or is there
some library ?
b) create an auxiliary color buffer, glDrawPixels the image there and then
glCopyPixels the are for redraw. I’ve heard (read actually) that this is slow
(because it allows lots of optional per pixel processing, even though i’m not
using any). And i didn’t find anything in SDL to create the auxiliary buffer
… (I wonder GLX – or equivalent – has to handle this).
Animated image, coming from main memory every frame. Again, i thought of two
a) use glDrawPixels: i found out this to be terrible slow … even in the
default (no special per pixel processing) settings … i would guess that
this would be hw accelerated for any board that supports openGl but
apparently it’s not …
b) use Texture: load each image to texture and paint the texturized quad
any others ?
again, thanks for any help/idea
ps.: i’m new in the list so sorry if this has been discussed before
(searching i found out some discussion in 1999 only)