Sdw
Member
OK, so I finally got my toolchain up and running, and now I want to start coding!
For now, I thought I would ignore the whole OpenGL ES business, and stick with a straight framebuffer.
Ideally I want the as little to do with the system as possible, just access to a fast (preferably double buffered and vsync aligned) framebuffer in fullscreen mode
What's the best way to go about this? I started reading a bit in the stickied thread about the enhanced SDL that seems to address some of these points,
Is that the way to go, use SDL (I've never actually done any coding with SDL before) or is it better to go straight to the OMAP hardware?
What modes can be used, I assume 800x480, but what about color bit depth? Any big speed differences between 32(ie. 24) and 16 bit col? Or is palettized 8bit (256 col) mode available and the fastest option?
Are there any good example sources I can look at (SDL or otherwise)?
For now, I thought I would ignore the whole OpenGL ES business, and stick with a straight framebuffer.
Ideally I want the as little to do with the system as possible, just access to a fast (preferably double buffered and vsync aligned) framebuffer in fullscreen mode
What's the best way to go about this? I started reading a bit in the stickied thread about the enhanced SDL that seems to address some of these points,
Is that the way to go, use SDL (I've never actually done any coding with SDL before) or is it better to go straight to the OMAP hardware?
What modes can be used, I assume 800x480, but what about color bit depth? Any big speed differences between 32(ie. 24) and 16 bit col? Or is palettized 8bit (256 col) mode available and the fastest option?
Are there any good example sources I can look at (SDL or otherwise)?