Fast Scrolling?

map. I have decided to stick to a SW surface for now as I prefer to be
able to use e-mail while I am testing and I hate the glitch when
changing video modes.

That’s one of the reasons why HW windowed surfaces could be cool :slight_smile:

renaud

Hi All!

I’m trying to write some SDL configuration and I need the $subj control.
Does some of the SDL GUI libs have such thing?

best regards

STan

BTW: What is the future of GUILib? Is likely to extend or expand? I’ve
noticed that there was no reply to some other question concerning this, or
am I wrong?

David Olofson wrote:

It
goes down to about 35 fps if I cause continuous movement of the
player map. I have decided to stick to a SW surface for now as I
prefer to be able to use e-mail while I am testing and I hate the
glitch when changing video modes.

What’s wrong with DMA blits or OpenGL in windowed mode? (Except that
SDL won’t do the former, and some 3D cards can’t do the latter…
heh)

I will switch my engine to OpenGL when support becomes available for my
card. Mandrake 8.1 is out soon so I will upgrade and DRI (which I hope
SDL supports) supports OpenGL on the Rage 128 in Xfree 4.1. Hooray!

Rage 128… This machine has a 32 MB RagePro 128 (IIRC - it’s hard to
tell all these Rage<this&that> cards appart…) and it works perfectly
with Mandrake 8.0 right out of the box.

The old machine had some 8 MB Mach64 based Rage 128 card, which I got to
work with Utah-GLX on RedHat 7.1 and XFree86 3.x. It’s been reinstalled
with Mandrake 8.0 now, and I just played Chromium on it - which indicates
that it’s h/w accelerated. :slight_smile: (I’ve seen it on my P-III 933 w/ G400
without acceleration - and this machine is just a P-II 400. heh)

This will make rotations quick which I need for my player character
sprite.

Well, you might want to consider using some kind of dynamic lighting for
that… It looks kind of weird if the light direction doesn’t track
object rotation. :slight_smile:

Lightmaps would be one solution, although that would mean you have to use
triple texture rendering to “cross-fade” between the lightmaps. (One dual

  • one single pass on modern cards, that is.)

Another variant would be to apply the lightmaps to the images beforehand,
and then cross-fade between the images directly - no runtime lightmaps.
If you render the graphics in some 3D package, you’d just render a few
rotations of each object (as opposed to a full set of say 32 frames/full
rotation), where you rotate the world rather than the object. That is,
the object is still, while all lights rotate around it.

I admit I am relatively new to game design, by profession I am a real
time and embedded systems programmer doing mostly drivers and the like.

Heh! That’s exactly what I’m doing as well. :slight_smile: (Although I get to deal
with the whole mess - including some electronics design, old DOS code and
other stuff, including our Delphi/Win32 communication module.)

//David Olofson — Programmer, Reologica Instruments AB

.- M A I A -------------------------------------------------.
| Multimedia Application Integration Architecture |
| A Free/Open Source Plugin API for Professional Multimedia |
----------------------------> http://www.linuxdj.com/maia -' .- David Olofson -------------------------------------------. | Audio Hacker - Open Source Advocate - Singer - Songwriter |-------------------------------------> http://olofson.net -'On Thursday 27 September 2001 05:17, Robin Forster wrote:

Renaud Cazoulat wrote:

map. I have decided to stick to a SW surface for now as I prefer to be
able to use e-mail while I am testing and I hate the glitch when
changing video modes.

That’s one of the reasons why HW windowed surfaces could be cool :slight_smile:

I’m not an expert but I think that is something the X would have to
support.

Cheers,
Robin.–
Robin Forster, Systems Engineer,
http://www.rsforster.ottawa.on.ca/

David Olofson wrote:

Rage 128… This machine has a 32 MB RagePro 128 (IIRC - it’s hard to
tell all these Rage<this&that> cards appart…) and it works perfectly
with Mandrake 8.0 right out of the box.

Well I know that I have the libraries for development installed, since
the SDL OpenGL tutorials configured and installed with a snap of my
fingers. I have two cards here I have been meaing to try my better card
but I need to reinstall Mandrake. One is an PCI Xpert 98 and the other
is an AGP Rage 128 Fury. Do you think the Fury could handle it? I
would love to get on with OpenGL is looks like a blast. Of course I am
a nuts and bolts kind of guy. I like to work from first principles.
But with OpenGL everything is first principles. Boy I am itchin!
Reminds me of way back when Intel implemented there first Barrel Shift.
We have come a long way since then

It has occurred to me that since I am using X I do not think DMA is an
option… Is this right?

The old machine had some 8 MB Mach64 based Rage 128 card, which I got to
work with Utah-GLX on RedHat 7.1 and XFree86 3.x. It’s been reinstalled
with Mandrake 8.0 now, and I just played Chromium on it - which indicates
that it’s h/w accelerated. :slight_smile: (I’ve seen it on my P-III 933 w/ G400
without acceleration - and this machine is just a P-II 400. heh)

This will make rotations quick which I need for my player character
sprite.

Well, you might want to consider using some kind of dynamic lighting for
that… It looks kind of weird if the light direction doesn’t track
object rotation. :slight_smile:

OpenGL supports this right?

Lightmaps would be one solution, although that would mean you have to use
triple texture rendering to “cross-fade” between the lightmaps. (One dual

  • one single pass on modern cards, that is.)

I thought of trying this with an Alpha blit over a tile. Perhaps this
would allow me to vary light intensity using different Alpha values.

Another variant would be to apply the lightmaps to the images beforehand,
and then cross-fade between the images directly - no runtime lightmaps.
If you render the graphics in some 3D package, you’d just render a few
rotations of each object (as opposed to a full set of say 32 frames/full
rotation), where you rotate the world rather than the object. That is,
the object is still, while all lights rotate around it.

Well in my haste to play with art work I went and designed my map with
odd angled corridors. smile. Art is still a painstaking excercise for
me. I am mainly doing all this as a learing exercise… not only
because I am a die hard Bioware fan (are you? heh)

I admit I am relatively new to game design, by profession I am a real
time and embedded systems programmer doing mostly drivers and the like.

Heh! That’s exactly what I’m doing as well. :slight_smile: (Although I get to deal
with the whole mess - including some electronics design, old DOS code and
other stuff, including our Delphi/Win32 communication module.)

I was a die hard DOS programmer with my nose continually in Ralph Browns
interrupt list (back in my Fido days). I want to throw my weight behind
Linux now. I even got myself a Linux Fund MasterCard… now every time
I swipe money goes to Open Source development.

I used to write sound drivers for telephones and DSP code for feedback
suppression, uLaw/Alaw stuff and bias removal (ulta low pass negative
feedback). I just
finished a job as a verification guy verifying PCI bridges for the
embedded PowerPC line (860/8260/750/7400 et al).

Are you from Alberta? I was thinking of moving out west and I am
looking for a job out there.–
Robin Forster, Systems Engineer,
http://www.rsforster.ottawa.on.ca/

What did you do to ‘fix’ it?

Hum, the DirectX utilization was not so “clear” :slight_smile: So changed the file
dx5video.c
to make SDL accept hw acceleration
even if not in full screen and to change the pixel pointer at each surface
lock to
follow the window position.
So now writing to surface pixels is really writing directly to the VRAM,
without
needs for updating rectangles.
If enough people are interested I can try to clean up this code and to
maybe
propose a patch. But may be it would
be obsolete with teh new SDL version ?

The new SDL version does not even seem to be at the horizon.
My vote goes for “interested”!

Pius II.