SDL background slowing down
I was making a quick pong game (in c++ with SDL) to test out SDL_Audio, when I noticed how much faster the game ran without rendering a bg image. This, of course, left trails from the objects every where they went, so I tried to use SDL_FillRect() to see if that was any quicker than a bitmap. It ran at the same speed though.
Does anyone know of some way to clear the screen with SDL that isn't as slow as rendering the background, or a way so the background won't slow it down as much?
Any help is very appreciated.
Read about SDL hardware acceleration.
You may be able to find a way to speed up the blit of a large, continuous surface.
Google "dirty rectangles". This is a method of only updating the part of screen that you want.
You may be able to find a way to speed up the blit of a large, continuous surface.
Google "dirty rectangles". This is a method of only updating the part of screen that you want.
Thanks for the advice. I looked up dirty rectangles on google, but it seemed too complicated, so I decided to instead, just draw a small bitmap over the area the paddle/ball was just at. Hopefully this will increases performance a lot.
Quote:Thanks for the advice. I looked up dirty rectangles on google, but it seemed too complicated, so I decided to instead, just draw a small bitmap over the area the paddle/ball was just at. Hopefully this will increases performance a lot.
Yeah, that will nicely if you have the same color for your whole background.
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