performance - Why is SDL so slow and how can I get it to run faster? -
i have following test setup:
- 1024 * 768 screen surface created sdl_hwsurface
- the main loop consists of sdl_flip() , simple fps counter
the problem is:
i getting around 1000 fps this. really low when consider not draw anything!
the fps drop fast when continue on blitting rather large surfaces on screen well.
what wanted do:
a pixel-per-pixel effects/physics destructible terrain/objects game.
why sdl slow? (i have played around 3 days small example test , eliminated every possible mistake have made, quite sure sdl's fault)
are there secret tricks run faster?
are there other 2d apis provide easy , rather fast single-pixel access?
pixel access it's slow in hardware surfaces (it's hardware limit, not sdl limit).
you can try sfml it's opengl accelerated.
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