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dottrap | 1 year ago

This should be plenty fast. SDL_RenderCopy generally should be doing things the 'right' way for on any video card made roughly in the last 15ish years (basically binding a texture in GPU RAM to a quad).

You probably need to due some debugging/profiling to find where your problem is. Make sure you aren't creating SDL_Textures (or loading SDL_Surfaces) inside your main game play loop. You also may want to check what backend the SDL_Renderer is utilizing (e.g. OpenGL, Direct3D, Vulkan, Metal, software). If you are on software, that is likely your problem. Try forcing it to something hardware accelerated.

Also, I vaguely recall there was a legacy flag on SDL_Surfaces called "hardware" or "SDL_HWSURFACE" or "SDL_HWACCEL" or something. Don't set that. It was a a very legacy hardware from like 25 years ago that is slow on everything now.

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