joyrider
Active Member
hi,
I've been looking through some source code of other games and i noted that all of them pass SDL_SWSURFACE as a flag to sdl_setvideomode. However i've always been passing SDL_HWSURFACE to it. Now my question is am i doing this wrong or not. You see when i use SDL_HWSURFACE i get a kernel panic after some time and have been unable to fix it !. However if i use SDL_SWSURFACE i don't get a kernel panic and i'm starting to think i always did it wrong or not ?
The main reason why i'm passing SDL_HWSURFACE is speed ! when i don't limit my game (dynamate) and let it run to its maximum speed, i'm getting 100 fps. (I do have to create a buffer where i blit everything to before blitting it to the screen in order to counter act the flickering issues which comes from it). When i pass SDL_SWSURFACE i only get 40 fps. I'm guessing this has something to do with vsync etc.
I thought the screen surface was always an HWSURFACE with paeryn's sdl but why does it make such a huge diffrence then with passing SDL_SWSURFACE. Shouldn't it be the same if it's ALways an hwsurface ?
i also like to know if passing SDL_HWSURFACE to sdl_setvideo is "allowed" on the gp2x with paeryn's libs.
cheers.
I've been looking through some source code of other games and i noted that all of them pass SDL_SWSURFACE as a flag to sdl_setvideomode. However i've always been passing SDL_HWSURFACE to it. Now my question is am i doing this wrong or not. You see when i use SDL_HWSURFACE i get a kernel panic after some time and have been unable to fix it !. However if i use SDL_SWSURFACE i don't get a kernel panic and i'm starting to think i always did it wrong or not ?
The main reason why i'm passing SDL_HWSURFACE is speed ! when i don't limit my game (dynamate) and let it run to its maximum speed, i'm getting 100 fps. (I do have to create a buffer where i blit everything to before blitting it to the screen in order to counter act the flickering issues which comes from it). When i pass SDL_SWSURFACE i only get 40 fps. I'm guessing this has something to do with vsync etc.
I thought the screen surface was always an HWSURFACE with paeryn's sdl but why does it make such a huge diffrence then with passing SDL_SWSURFACE. Shouldn't it be the same if it's ALways an hwsurface ?
i also like to know if passing SDL_HWSURFACE to sdl_setvideo is "allowed" on the gp2x with paeryn's libs.
cheers.