I created a sdl2 demo app to check out the performance.
Texture is drawn every frame to see how much time that operation takes.
On 1Ghz Pandora it's almost 4ms or ~270fps (with LIBGL_FB=1 set or directly in code::blocks
(which seems to set it automatically when the program starts))
Source: https://mega.nz/#!zIAkgIbR!un1LMejipN7yRjdefbzPY6zyMrig7Hvau3KfraCbvis
(with code::blocks project file, "pandora_debug"-build)
Are these times/values as expected or am I still missing some configuration to get better performance?
When I try to output text (not included in the source), I get around 3-5 fps (avg. per function execution)
(which fills the entire screen) and uses a texturemap, which copies part of it to the window texture
(to avoid lots of glBindTexture calls).
I have no idea if this is to be expected, but it seems very slow to me, since it's already optimized for speed
(at least based on the performance tests on my desktop pc)
Would be nice, if someone could get some insight to this "witchcraft"
Texture is drawn every frame to see how much time that operation takes.
On 1Ghz Pandora it's almost 4ms or ~270fps (with LIBGL_FB=1 set or directly in code::blocks
(which seems to set it automatically when the program starts))
Source: https://mega.nz/#!zIAkgIbR!un1LMejipN7yRjdefbzPY6zyMrig7Hvau3KfraCbvis
(with code::blocks project file, "pandora_debug"-build)
Are these times/values as expected or am I still missing some configuration to get better performance?
When I try to output text (not included in the source), I get around 3-5 fps (avg. per function execution)
(which fills the entire screen) and uses a texturemap, which copies part of it to the window texture
(to avoid lots of glBindTexture calls).
I have no idea if this is to be expected, but it seems very slow to me, since it's already optimized for speed
(at least based on the performance tests on my desktop pc)
Would be nice, if someone could get some insight to this "witchcraft"