SDL No LINUX: E lento mesmo?

Amigos,

Temos aqui umas placas novinhas da ASUS, tudoOnBoard, mas com v?deo de 64 e 128 MB.

Estamos utilizando o Debian + XOrg e as coisas b?sicas que voc?s conhecem.

O mesmo jogo que no Win32 d? 50 FPS, no Linux d? 11, 15 no m?ximo.

Um detalhe importante: O hardware ? rigorosamente o mesmo!

AONDE os amigos acham que reside o problema?
Quais as sugest?es?

For those who speak english:
Why the same game that runs in 50 FPS in Win32, run in 11 in Linux? ( Debian with XOrg )

 In time: The hardware is the same._______________________________________________________ 

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[…]

For those who speak english:
Why the same game that runs in 50 FPS in Win32, run in 11 in
Linux? ( Debian with XOrg )

 In time: The hardware is the same.

Most probably, you have hardware acceleration under Win32, but not
under Linux.

The only reasonably reliable way of getting hardware acceleration with
Xorg (or XFree86, or other X servers), at least with SDL, is to use
OpenGL.

Whereas SDL 1.3 has backends that implement the normal 2D API over
OpenGL as well as Direct3D, (official versions of) SDL 1.2 does not.

However, there is glSDL, which exists in two forms: a wrapper that you
compile into your application, and a backend that you apply as a
patch to SDL 1.2. Both have the effect of providing acceleration of
the SDL 1.2 2D API, using OpenGL.

Some info, most of which applies to rendering with hardware
accelerated backends in general:
http://icps.u-strasbg.fr/~marchesin/sdl/glsdl.html

Some version of the backend patch (is this the last one?):
http://icps.u-strasbg.fr/~marchesin/sdl/glsdl-final.patch

The wrapper proof-of-concept implementation:
http://olofson.net/mixed.html
http://olofson.net/download/glSDL-0.6.tar.gz

There are some modified versions of the glSDL wrapper, with some fixes
as well as rotation, scaling, drawing primitives, advanced blending
effects and whatnot. I was going to try to merge these into a
single “official” glSDL/wrapper release, but other stuff (SDL 1.3/2.0
discussions, Advanced2D etc) got in the way.

//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 --'On Thursday 12 October 2006 00:35, Miguel Pragier wrote:

David Olofson wrote:> On Thursday 12 October 2006 00:35, Miguel Pragier wrote:

[…]

For those who speak english:
Why the same game that runs in 50 FPS in Win32, run in 11 in
Linux? ( Debian with XOrg )

 In time: The hardware is the same.

Most probably, you have hardware acceleration under Win32, but not
under Linux.

The only reasonably reliable way of getting hardware acceleration with
Xorg (or XFree86, or other X servers), at least with SDL, is to use
OpenGL.

Whereas SDL 1.3 has backends that implement the normal 2D API over
OpenGL as well as Direct3D, (official versions of) SDL 1.2 does not.

However, there is glSDL, which exists in two forms: a wrapper that you
compile into your application, and a backend that you apply as a
patch to SDL 1.2. Both have the effect of providing acceleration of
the SDL 1.2 2D API, using OpenGL.

Some info, most of which applies to rendering with hardware
accelerated backends in general:
http://icps.u-strasbg.fr/~marchesin/sdl/glsdl.html

Some version of the backend patch (is this the last one?):
http://icps.u-strasbg.fr/~marchesin/sdl/glsdl-final.patch

The wrapper proof-of-concept implementation:
http://olofson.net/mixed.html
http://olofson.net/download/glSDL-0.6.tar.gz

There are some modified versions of the glSDL wrapper, with some fixes
as well as rotation, scaling, drawing primitives, advanced blending
effects and whatnot. I was going to try to merge these into a
single “official” glSDL/wrapper release, but other stuff (SDL 1.3/2.0
discussions, Advanced2D etc) got in the way.

I actually merged it into my SDL1.2-experimental (along with other fixes) :
http://icps.u-strasbg.fr/~marchesin/sdl/SDL12-experimental.tgz
You may want to use it as a starting point for improvements, I’m too
busy to do anything SDL-related for now.

Stephane