Sanya_M wrote:
Optimization. OpenGl and d3d renderers can be faster if they would use hardware vertex buffers/VBOs where possible. It will significantly increase performance when rendering huge count of small sprites. Also batching of draw calls instead of calling glBegin-glEnd/DrawUserPrimitive for every sprite would be a big performance improvement. These optimizations can even double rendering speed in some cases.
Can you do this without changing the API?
Sanya M wrote:
Rendering of arbitrary triangles/rotated sprites. I know, there was a discussion about it. But I can’t see why not add two functions, without removing or changing anything that exists now. Even if these functions wouldn’t be supported by software renderer or will work slow. In particular, lack of sprite rotation support stops me from using these renderers in my projects, and forces to reinvent the wheel by myself.
If you feel you can implement it effectively in software, then more power to you.
Render to texture. It isn’t used as frequently as rotated sprites, but it also is a very useful feature, which isn’t so hard to implement.
Already possible with streaming textures and use of SDL1.2 blitting APIs; but I assume you’re talking along the lines of FBOs here (texture->texture; not (surface->surface)->texture?
Anyway, I personally would like to see these in SDL1.3; but I’m sure there’s plenty of reasons why not to add them either.------------------------
EM3 Nathaniel Fries, U.S. Navy