I tried google and I could not get any good hits, and I check out that site
you told me about, but I can?t seem to find the answer I’m looking for. It
has lots of nice things though.
Can you, or any one else give me any leads on here I might find information
about HW surfaces and double buffers? I?m really close to porting my game to
SDL (then to Mac and Linux) I just have a few lingering questions.
Thanks for the help guys
Reply-To: sdl at libsdl.org
To: sdl at libsdl.org
Subject: Re: [SDL] need example on HW surfaces and double buffers, some one
please help me.
Date: Thu, 8 Aug 2002 12:25:00 +0200
You could search using google!
or visit this link: http://cone3d.gamedev.net
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JC Santiago wrote:
Can you, or any one else give me any leads on here I might find
information about HW surfaces and double buffers? I’m really close to
porting my game to SDL (then to Mac and Linux) I just have a few
I’m not sure what you want to know. It’s probably not as difficult as
you seem to be thinking. Just call SDL_SetVideoMode with SDL_HWSURFACE |
SDL_DOUBLEBUF (and anything else you need), call SDL_DisplayFormat on
all your surfaces, use SDL_Flip to swap between the buffers, and avoid
reading from the screen or any surface you call SDL_DisplayFormat on.
As far as I know, SDL doesn’t support triple-buffering - at least,
according to one recent post and my brief forage through the docs - so
you have to settle for double.–
I don’t know exactly what you want to know:
SDL_HWSURFACE: SDL creates the Surface in Videomemory, and uses, if available, hardware accelerated blits.
Double Buffer: If you pass SDL_DOUBLEBUF as flag in SDL_SetVideoMode SDL will create a Screen Suface with Double Buffering, you blit to the screen Surface, and then you call SDL_Flip.
To see the results on the monitor.
I hope this helps.______________________________________________________________________________
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