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

Répondre à