Even when a hardware surface is accelerated, it is not necessarily faster for all purposes.
For example on the Amiga there was a hardware blitter that was fully capable of any 2D drawing operations one might want to do, but for small images the CPU was faster than setting up the blitter to
do the blitting operation, and on faster Amigas it was even more biased.
As an example, a single glDrawRangeElements call can take thousands of cycles depending on state changes, so if a game was rendering a lot of very small images with individual draw calls, that would
be slower than just drawing it directly into a software surface and uploading that.
This is all on a case by case basis of course.On 02/16/2010 07:06 AM, mandarx wrote:
Donny Viszneki wrote:
So I would say, make the options accessible somewhere. A plain text
configuration file and/or command-line options helps a lot especially
if certain options cause your game to crash!
Thank you for your answer
now I think that in my case is not important to let the user choose to
I realized that when I remebered that I cap the frame rate!!!
but I think that if hwsurfaces can be used it’s a waste not to use them…
so I will make a very easy menu at the start (in zx spectrum style!)
by default the game will run in a window using swsurfaces
but it’ll be possible to start it in fullscreenmode and
if(VideoInfo->hw_available==1) hwsurfaces can be used!
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Author of DarkPlaces Quake1 engine - http://icculus.org/twilight/darkplaces
Co-designer of Nexuiz - http://alientrap.org/nexuiz
"War does not prove who is right, it proves who is left." - Unknown
"Any sufficiently advanced technology is indistinguishable from a rigged demo." - James Klass
"A game is a series of interesting choices." - Sid Meier