Stephane,
I’m testing sdl1.2 experimental, right now I have this benchmark, basically,
is testsprite.c of SDL with support to glSDL, I was using 1000 big sprites
with colorkey, I know that there is a lot of overload because of…there are
1000 sprites and each of them is a different surface! but I would like to
test it on a very hard scenery:
I:\Temp Development\HX OpenGL
Test\SDL12.experimental\test>sprite1000 -hw -bpp 32 -width 800 -height
600 -fullscreen
glSDL videoinit
Fullscreen (with flickering)
Screen is at 32 bits per pixel
Screen is in video memory
Sprite is in video memory
291.81 frames per second
I:\Temp Development\HX OpenGL
Test\SDL12.experimental\test>sprite1000 -hw -bpp 32 -width 800 -height
600 -flip
glSDL videoinit
Windowed (without flickering but with red bar doing a zig-zag!)
Screen is at 32 bits per pixel
Screen is in video memory
Screen has double-buffering enabled
Sprite is in video memory
254.68 frames per second
I:\Temp Development\HX OpenGL
Test\SDL12.experimental\test>sprite1000 -hw -bpp 32 -width 800 -height 600
glSDL videoinit
Windowed
Screen is at 32 bits per pixel
Screen is in video memory
Sprite is in video memory
186.21 frames per second
I have to test with fullscreen+hardware+flip but I think it will be close to
300fps. My PC is an AthlonXP 3000+ with 1Gb DDR400 and Ati 9700Pro(down
clocked to 9700 due to summer temperatures! ).
I have a problem, if I dont set flip(to force SDL_DOUBLEBUF), of course, I
get a lot of flickering! but if I set flip… I get a horribly vertical red
bar doing a zig-zag from right to left and right… It seems to be related
with screen refresh.
In respect of the previous problem(CTRL+TAB)… maybe is a problem with my
old application, if I test this using “sprite1000.exe” everything works
fine! but with my old application, I get a “frezee” using glSDL 0.71 and
SDL12Exp, but the behaviour is quite strange to became crazy… when I
return to the application with another CTRL+TAB, everything is freeze but…
if I do again a CTRL+TAB (press and hold down to show windows
applications)…the whole application return to live! so now, I only have to
press ESC key to abort the new CTRL+TAB. I know, its sound very
strange…but indeed, it?s hapened on my machine.
About these two problems…I would like to test it on more machines…so
stay tuned
Well, right now…this was all!!
Cheers!
Roberto> ----- Original Message -----
From: stephane.marchesin@wanadoo.fr (Stephane Marchesin)
To: "A list for developers using the SDL library. (includes SDL-announce)"
Sent: Tuesday, July 19, 2005 12:31 PM
Subject: Re: [SDL] glSDL question
Roberto Prieto a ?crit :
Yes, I can test it!!
indeed, right now, Im using it. By the way, Im using Visual Studio
Net.2003. To compile sdl I had to put ENABLE_GLSDL on compiler definitions
and after that, I was in trouble(little to be exact ), I had to replace
this two lines of glSDL_LockHWSurface
//— void *upper = OpenGL_Surface->pixels + OpenGL_Surface->pitch * y;
//— void *lower = OpenGL_Surface->pixels + OpenGL_Surface->pitch *
(OpenGL_Surface->h - y - 1);
with:
Uint32 *upper = (Uint32)OpenGL_Surface->pixels + OpenGL_Surface->pitch *
y;
Uint32 *lower = (Uint32)OpenGL_Surface->pixels + OpenGL_Surface->pitch *
(OpenGL_Surface->h - y - 1);
because of I got an error messages of “unknown size of void” or something
like that.
I’ll add a fix for this. Also, note that your change will break on 64
bit platforms.
Now, Im trying to use the same program as I noticed that bugs(CTRL+TAB),
as soon as possible, I will reply you again.
Right now, only one questions…what is glscale??? I think is a kind of
surface scaling using opengl, it isnt?
Yes. It’s something totally different from glSDL. It’s another SDL
backend that takes an arbitrary SDL application and scales the window
using OpenGL filtering (like Mame and other emulators do), which is
especially useful to play fixed resolution games on big screens.
and…other questions(the last one ), do you have working on glSDL?
The latest version is the one that is online. I’m awaiting feedback and
bugreports
Stephane
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