SDL and blitting

Prepare to melt:

SDL 0.5

Off-screen (video memory) bitmap support
Harware accelerated blitting when available
Colorkeying support
Clipping support

Hey! This sounds interesting indeed! I immediately grabbed SDL, and
will look into it. Perhaps I’ll convert my current (presently DirectX-
only) game project into SDL application… Aaahh, the thought of
developing it under Linux just makes me smile! :slight_smile: If I understand
correctly, though, there is currently no hardware acceleration under
Linux, right? I guess the world is still waiting for GGI. Anyway,
thanks for opening up the blitter under Windows, at least (is it HW-
accelerated under BeOS, too?)!

/EmilOn Mon, 30 Mar 1998, Sam Lantinga wrote:

Hey! This sounds interesting indeed! I immediately grabbed SDL, and
will look into it. Perhaps I’ll convert my current (presently DirectX-
only) game project into SDL application… Aaahh, the thought of
developing it under Linux just makes me smile! :slight_smile:

grin

If I understand
correctly, though, there is currently no hardware acceleration under
Linux, right? I guess the world is still waiting for GGI.

That’s correct.

Anyway,
thanks for opening up the blitter under Windows, at least

No problem. Remember, you need to create your surface with the same format
as the video surface, and create both in video memory for the hw blit to work.
(It will fall back to software blit automatically)
SDL_DisplayFormat() is a convenient function. :slight_smile:

(is it HW-accelerated under BeOS, too?)!

Nope.

See ya!
-Sam Lantinga (slouken at devolution.com)–
Author of Linux Maelstrom -
http://www.devolution.com/~slouken/Maelstrom/

Anyway,
thanks for opening up the blitter under Windows, at least

No problem. Remember, you need to create your surface with the same format
as the video surface, and create both in video memory for the hw blit to work.

Um… Do you enforce that behaviour? If you do, then I would suggest
you leave it to the DirectDraw driver. There is at least a slight
possibility that some driver writers support such blits (at least
that’s what I’ve gathered from some talk over on rec.games.
programmer).

Also, does SDL support double buffering? I took a quick peek through
the DirectX source yesterday, and it looked as if you never call
Flip()… Again, if you don’t, then in my opinion, that might be
worth investigating. Refreshsynchronized double buffering is always
neat to have around…

/EmilOn Tue, 31 Mar 1998, Sam Lantinga wrote: