Guys, I think most of you are complicating your lives for nothing!
Just use the DX blitters! To tell yeah the truth I think DX is the only good thing to come out of MS. Especialy DDraw and D3D.
I say, use the blitters for what ever is supported, Colorkeying, Rotation, Scaling and writte your own stuff for what's not support ed like Alpha blending.
For those who mised out, I e-mailed Andre Lamothe(famous game programming author) and I asked him a simple question...
Should I write my own blitters or should I use the DX blitters, and I even went on to explain to him about the surface locking overhead and the system ram problems...
You know what he told me and I quote
"you can't beat the speed of hardware period. Use the blitter." That's all nothing else just one line reply
- P2 300
- 64 MB
- ATI XPERT@PLAY PCI 4MB
- 16 bit
- 640x480 Res
- Double Buffering
Frame counting system
1- Get current time at top of loop
2- Do all blitting and game logic
3- Increment frame counter
4- Check time if it's past 1 sec display frame rate
(Just to make sure there no cheating going on)
- MS DirectX BLT(NO BLTFAST)
- No special written blitters
All images loaded into system ram.
30 calls to GDI for putting text on screen
1 640x480 image back ground
100 sprites of 120x45 size
Frame result: 22-23 frames a sec
With triple buffering: 28-30 frames a sec.