Hi there,
I’m sure this topic has come up in some way or another many times over
the past few weeks, but I just wanted to check…
Should I be getting ~5fps for an application that blits SDL_Surfaces
the old fashioned way on an iPhone?
I’m trying to port a fairly old piece of code to run on my new toy and
I’m getting absolutely HORRENDOUS performance out of it. It’s not a
sprite based application (everything is done through pixel
manipulation on surfaces) but I would still expect something better
than the awful trundling I’m getting.
I’m aware that this doesn’t sit very well with the new-school way of
doing things, but rewriting something like this in a new-school way
would probably ruin the awesome style (what’s the point in blitting
pixels?) as well as take much more time than I want to give.
Is there anything that can be done to get this usable again? Should I
be setting some render_option like
SDL_MAKE_LEGACY_2D_SURFACE_BLITS_AWESOME or something?
Would I be better served removing the legacy init and flips and
instead recreating a texture every frame with my surface? From
reading, that seems to be what the compatibility more stuff does - so
no improvement there?
What about rewriting texture content with a stream of pixels? Or
manipulating texture pixels directly?
Also, it’s really cruel to say that iPhone dev has to be done from 1.3
and then to have NO documentation anywhere describing the way things
work now. Cruel I say!
Cheers,
Andy