SDL Digest, Vol 55, Issue 68

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As I was saying before, software rendering is a major CPU hog, beyond
what one can easily imagine.

The simple reality is that memory is the bottleneck, and the GPU has
faster memory.

The argument that some targets simply don’t have a GPU is a compelling
one though.

Yeah, I think that the last time this discussion came up an embedded
developer chimed in with something equivalent to “Lack of GPU is
standard”, which while not currently relevant to 1.3, could be in the
future…> Date: Fri, 29 Jul 2011 10:31:06 +0100

From: Tim Angus
To: sdl at lists.libsdl.org
Subject: Re: [SDL] SDL 1.3 status ?
On 29/07/2011 09:29, Forest Hale wrote:

Date: Fri, 29 Jul 2011 02:47:03 -0700
From: Forest Hale
To: SDL Development List
Subject: Re: [SDL] SDL 1.3 status ?
Message-ID: <4E328197.8030402 at ghdigital.com>
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But you could have all kinds of animation at 60fps 1080P in tuxpaint!!

On a more serious note I’m a big proponent of software rendering, but mostly from a technical rather than practical perspective - writing pixel poking code is fun.

My point is that it is inherently slow, even if you try hard to optimize it, so on any CAPABLE computer we should never be doing software rendering.

I actually agree, but I also know that there exist not-so-capable
computers out there. I own some, and I wouldn’t be surprised if you
either do, or have owned at least one.

Date: Fri, 29 Jul 2011 05:02:26 -0700
From: “Beoran”
To: sdl at lists.libsdl.org
Subject: Re: [SDL] SDL 1.3 status ?
Message-ID: <1311940945.m2f.29596 at forums.libsdl.org>
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[snip]

Vittorio, agreed there, but which simple 2d features should be added? Now we have blitting and scaling. Next to add would be rotozooming? Anything else? Just plain rotation? Shearing? Affine transformations? Mode 7 style “perspective” projections? Do we needed more primitives too like triangles, circles, ellipses, rounded rectangles…? Or should those be left for the next version of SDL_gfx?

I would say that rotation, zooming/scaling (preferably by applying a
fixed scaling factor to all 4 sides, and interpolating from those 4)
and mirroring, with pixel and triangle drawing, should be all that’s
needed. Everything else should probably be left to SDL_gfx, and with
triangle drawing even square drawing can reasonably be moved.