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Sik_the_hedgehog

Using SDL to show a software rendered framebuffer

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So, I'm going to use SDL 1.3 for my game. The game is software rendered at 320×224 (width may go up to 384 based on ratio, but you get my point), and scaled up to fit the window resolution accordingly (without filtering, scaling up is always done in integer values and the borders padded out).

Whatever, basically what I want to know is what's the best way to do it? All rendering is done by the program itself, SDL would be just used to output the result on screen. I'm not asking for code, just for a hint as to what functionality I should be looking for =P The framebuffer is always true color (i.e. not using a palette), if that helps.

PS: I'm willing to program the scaling if needed, but if SDL can do it hardware accelerated on the GPU, that's good. It needs to be nearest filtering though, not bilinear filtering.

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