I found out using a profiler that a lot of time in my game is spent in
SDL_UpperBlit (probably because of a quite small tile size). I now want to
use SDL_Lowerblit to bypass the clipping since I know which tiles should be
clipped (and in that case call SDL_BlitSurface). It says in the code that
you can do this “if you know exactly what you’re doing”… I don’t =) What
precausions must I take to use lowerblit?
- regarding clipping?
- regarding locked surfaces?
…
…
n) …
All info is appreciated. Hm, maybe SDL should offer some way to bypass
clipping in a “nicer” way? Clipping is unneded in many applications. For
example, I have about 260 tiles on screen. Only 66 of them can possible be
effected by clipping (75% of tile clippings is unneeded).
To make things even worse, I have several layers of tiles…
Well, enough about this.
Thanks_________________________________________________________________
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