sweetfish
Still Fresh
Hi again
I've been having some pretty low FPS (imo) on my SDL-project... Currently it's going at ~700-800 FPS when printing about 16 (quads (you could say I'm blitting about 16 times per frame)), background (1) + text (15)... When comparing to OpenGL it's seems really low, but then again, OpenGL is hardware rendering and SDL isn't, right?
So the question is, should I try to optimize the code in some way (currently don't know of any good optimizations for my code), or is the FPS sufficient?
My best guesses says it's the text-rendering that's slowing it down, cause it uses transparency and is one blit per char.
Also, if anyone else is programming, what are your games/apps running at?
I would also be glad if you tested my app on your comp and report back your FPS:
http://dump.grendosa.com/rel002.rar
Yours,
Sven, Sweden
I've been having some pretty low FPS (imo) on my SDL-project... Currently it's going at ~700-800 FPS when printing about 16 (quads (you could say I'm blitting about 16 times per frame)), background (1) + text (15)... When comparing to OpenGL it's seems really low, but then again, OpenGL is hardware rendering and SDL isn't, right?
So the question is, should I try to optimize the code in some way (currently don't know of any good optimizations for my code), or is the FPS sufficient?
My best guesses says it's the text-rendering that's slowing it down, cause it uses transparency and is one blit per char.
Also, if anyone else is programming, what are your games/apps running at?
I would also be glad if you tested my app on your comp and report back your FPS:
http://dump.grendosa.com/rel002.rar
Yours,
Sven, Sweden