Jean-Christophe Duberga a écrit :
Hello!
Hello !
First, is the modifications in the configure script works well for you ?
It seems! I don't have remove the necessary libraries to make a complete
test ;-)
About the framerate,
By now, everything is rendered in software in the SDL port.
It gives me (Athlon 2600)
- between 32 and 44 fps in 800x600
- between 21- 31 fps in 1024x768
On my laptop (Pentium4M, 512 Mo, Geforce 4 Go), in 1070x750 (use most of
the desktop and still displaying taskbars):
- 20 fps with CPU 2 GHz
- 10 fps with CPU 1,2 GHz
I have tried with glSDL backend:
It gives me 300 fps without any text display.
:-)
fall down to 7 fps when displaying only the text of the fps
fall down to less than 1 fps when all the text is displayed
:'(
The glSDL recommendations (
http://icps.u-strasbg.fr/~marchesin/sdl/glsdl.html ) say that new
surfaces creation are very slow ( as context creation is very slow )
and should be, when possible, avoided but we make one each time we
display a line of text.
Is it only for hardware surface or is it also for software surface ?
Ok, now in the current SVN only one version of TileItem is present (
Software alpha )
I have hardware alpha ready ( intersting for glSDL backend only ?)
I DO NOT want ONLY glSDL backend, we must support normal backend.
I have seen that alpha is used as binary component at the momment (255
or 0) So I can make a version of TileItem with Colorkey (I think it
should be faster even in software for older systems)
I plan to write 1 virtual MapItem class
and 4 MapItem children:
MapItem_Alphasoftware
MapItem_AlphaHardware (good for glSDL backend)
MapItem_ColorkeySoftware
MapItem_ColorkeyHardware
Doing this, we can dynamicallay (i.e. at runtime) choosing which
version to use (from the option menu for exemple)
What do you think about it ?
I do not have really understand...
A+
Matt