AMD Athlon 64 3500+ stepping 0a (2.2 GHz, 512kB)
XFX GeForce 6800 Ultra 512 MB (PVT45FYDF7)
Gentoo Linux/AMD64 (64 bit native)
Linux 2.6.11-gentoo-r6
Xorg 6.8.2-r6
KDE 3.5.3
nvidia-glx 1.0.8762
nvidia-kernel 1.0.8762-r1
Desktop/display: 2560x1600 24 bits
SDL built with gcc 3.4.5
Tried the usual ./configure, make, …, but that failed with various
warnings and errors in SDL_fb3dfdx.c. Disabled fbdev, and it compiled
and installed just fine.
Tried some examples, but there is some weirdness going on in the event
handling. Whenever I move the mouse over an SDL window, I get a black
screen with only the standard KDE mouse pointer over it, until I move
outside the window again.
Could this somehow be related with my KDE window manager settings? I
activate windows automatically on mouse-over, so I’d expect SDL to
receive several events back to back when activating or deactivating
the window; not just plain mouse moves.
Some figures, though:---------------------
-(~/src/other/SDL-1.3/test:$)-> ./testsprite 5000
Screen is at 32 bits per pixel
Screen is in system memory
Sprite is in system memory
Sprite blit uses RLE acceleration
54.54 frames per second
-(~/src/other/SDL-1.3/test:$)-> ./testsprite2 5000
475.58 frames per second
-(~/src/other/SDL-1.3/test:$)-> ./testsprite2 50000
48.73 frames per second
Tried all blend modes with the last one. All seem to work, and they
all run at the same speed. Scaling impacts the frame rate as expected
(bigger sprites!), but no more.
Some further observations with testsprite2:
Selecting fullscreen mode creates a borderless window, but doesn’t
seem to do anything else (input grabbing is no longer implied?) -
except eliminate the aforementioned black screen problem.
Noframe works, but does not avoid the black screen problem.
Vsync has no effect.
Multiple windows work fine. No significant performance impact. (That
is, N windows deliver pretty much 1/Nth of the frame rate with a
single window for any given number of sprites per window.)
Resizing seems to work. Provided it’s actually meant to scale the
sprites and everything with the window in testsprite2, that is.
(Kinda’ hard to tell how well things behave when moving and resizing
windows, as all I see is a black screen while I’m actually doing
it.
The center, position, geometry and title options all seem to work
correctly.
BTW, no subtractive blending? Not sure it would be all that useful,
though… Alpha, additive and modulation pretty much covers it as far
as “normal” effects are concerned, I think. (Modulation can be used
to produce very similar looking effects, although you need to
"invert" the source colors first.)
Then again, subtractive is probably pretty much a copy/past job, if
you have additive already - and it’s hardly even that for OpenGL.
//David Olofson - Programmer, Composer, Open Source Advocate
.------- http://olofson.net - Games, SDL examples -------.
| http://zeespace.net - 2.5D rendering engine |
| http://audiality.org - Music/audio engine |
| http://eel.olofson.net - Real time scripting |
’-- http://www.reologica.se - Rheology instrumentation --’