Hello,
I have another question :
- Does SDL uses AGP texturing in OpenGL mode with version 1.1.4 when drawing
directly to the framebuffer ?
Actually I draw on a offscreen SDL_Surface that I use as texture, but it’s
slow for real time updating (for real time fire for instance)
Thanks a lot
Stephane
Can be wrong on this one, but I think that AGP texturing is up to the driver…
AGP is not really fast, you’d better store everything you can into locale video
RAM.
Ingenu.
Stephane Magnenat a ?crit :> Hello,
I have another question :
- Does SDL uses AGP texturing in OpenGL mode with version 1.1.4 when drawing
directly to the framebuffer ?
Actually I draw on a offscreen SDL_Surface that I use as texture, but it’s
slow for real time updating (for real time fire for instance)
Thanks a lot
Stephane
Stephane Magnenat schrieb am 18 Aug 2000:
Hello,
I have another question :
- Does SDL uses AGP texturing in OpenGL mode with version 1.1.4 when drawing
directly to the framebuffer ?
Actually I draw on a offscreen SDL_Surface that I use as texture, but it’s
slow for real time updating (for real time fire for instance)
- SDL can’t access the framebuffer in OpenGL mode
- SDL_OPENGL_BLIT uses TexSubImage2D a lot to draw your surfaces
as textures
- the texture uploading methods are entirely the OpenGL drivers
domain, not SDLs.
So, generally: Yes, your card will use AGP for texture uploads
when it’s available.
So when SDL uses TexSubImage2D we MUST keep the SDL_Surface in the memory ?
but to update it, we must rebind no ?
So, how does OpenGL know that it is the same texture ?
as version 1.1.4, SDL can access the frame bufffer
What is the SDL_OPENGL_BLIT flag ?
Actually I use thew example from the doc.
Thanks a lot
Stpehane
Stephane Magnenat <@Stephane_Magnenat> schrieb am 18 Aug 2000:
Hello,
I have another question :
- Does SDL uses AGP texturing in OpenGL mode with version 1.1.4 when
drawing
directly to the framebuffer ?
Actually I draw on a offscreen SDL_Surface that I use as texture, but
it’s> > slow for real time updating (for real time fire for instance)
- SDL can’t access the framebuffer in OpenGL mode
- SDL_OPENGL_BLIT uses TexSubImage2D a lot to draw your surfaces
as textures
- the texture uploading methods are entirely the OpenGL drivers
domain, not SDLs.
So, generally: Yes, your card will use AGP for texture uploads
when it’s available.