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Comments:
<0> heya <0> any quick way to do clipping when I'm drawing stuff directly to a surface's pixel data? <1> yuriks: Depends what "fast" is. <1> And clipping should be done prior to drawing. <0> right now I'm testing each pixel on the screen if it's out bounds <0> Madsy: how? <1> http://www.google.com/search?hl=en&q=sutherland+hodgman <0> I want to just avoid blitting outside the surface <1> http://en.wikipedia.org/wiki/Sutherland-Hodgman <1> What are you drawing? Rectangles? Lines? Squares? Triangles? Points? <0> http://yuriks.nonlogic.org/starcroll.tar.bz2 < my code, acoording to my profiler blit_star is 60% of the code! =O <1> http://www.rafb.net/paste
<1> Next time you state a question, get some reasonable info with it. <1> We are not psychic or mindreaders you know. <0> http://rafb.net/p/HNKt2V86.html <0> I'm drawing star_spr <0> 9 is transparent, 1 is a pallete multiplier <0> 1, 2 and 3 are pallete multipliers <1> blit star is full of evil lookups and 2D arrays <1> And a lot of calculations could be moved to outside the nested loops. <0> "evil lookups"? <1> For instance, calculating (yy+y)*(screen_surf->w) for every x is just stupid. <1> I ***ume you magic number 9 works as an alpha mask? <0> more like a colorkey, but, yeah <1> Use alpha blending instead. <2> 'xx+x >= 0 && xx+x < 320' == '(unsigned int)(xx+x) < 320' <1> For totally invisible objects, SDL does this faster. <1> Branching inside a double nested loop. Mmmm.. <0> =P <0> you mean me to use SDL_Blit and friends? <1> Looks to me that you are drawing squares anyway. <1> So yes. <1> It also does clipping for you. <0> but how am I going to do the color shifting? <0> that file compiles by itself, try it <1> Perhaps another time :) <1> I'm going to bed in a moment. <0> I'm cycling the color of reach star based on the Z value, by offsetting the pallete index <0> I don't see any way to make SDL_Blit do that for me <1> Can't you change the palette before drawing? <1> I don't know the speed penalty for doing that, but. <0> hmm, no <0> let me show you a screenshot <0> http://yuriks.dyndns.org:9090/~yuriks/stars.png <1> I can help you more tomorrow night. I'm home at 09:00 PM <1> But my advice so far is that your setup is okay. Just optimize your inner loops. <0> the pallete consist of a color spectrum of 64 colors, once with full brigthness, then at 50%, then at 25% (corresponding to the 1, 2 and 3 on the array) <0> hmm, ok <0> thanks <1> And do the clipping outside the loop. <1> Clipping when drawing has never been a good idea. <1> I gave you a bunch of urls to info regarding clipping. <1> Good night <0> the wikipedia link just redirects to clipping =P <0> and it looks like it has to do with polygons, but, ok <1> Well, isn't a square a polygon? <1> Not only that; squares are convex. <0> well, I dunno, I think I'll try to come up with a simple calculation of my own <1> Clipping squares is simple
<1> All you need is the border coordinates and the min,max values of the square <3> hey, its normal to everytime i run a program made in SDL to create the sdlerr? But when i close the app the stderr is automatically deleted only stdout is left <3> by the way the stderr is empyt <4> That's the behaviour right, the files are removed if they end up empty. <4> One could argue that only creating the file once it is needed instead would make more sense, but, well, you know. <5> I'll argue that it's better not to use Windows. <3> Ok thanks, i was worried cause of stderr but seems everything is going ok :) <6> Hello :) <7> is it true that you are not allowed to call any SDL api calls while your surface is locked? <8> yes, because the surface might be a DirectDraw surface, and subject to the same rules <7> I have a SDL_Surface stored in a cl***. This surface gets written to every frame. After the first iteration, the surface is ok. But on the next loop iteration, the surface data is corrupted... <7> and when i comment out some code, its fine <7> here is the code: http://rafb.net/p/iE4tHl26.html <7> the private variable Slider::surf gets corrupted <7> i.e. contains junk data on the second iteration <9> Are there any good C++ SDL Tutorials for absolute beginner game programmers? <10> Yeah, a few. <10> http://lazyfoo.net/SDL_tutorials/index.php <10> that one is pretty good not too bad <10> Teaches quite a few essentials <10> wikipedia has a couple <10> http://gpwiki.org/index.php/C:SDL_tutorials <10> both are good <11> QMario: this might be useful for you http://gpwiki.org/index.php/SDL <12> Hello <12> Can anyone say me some SDL app/game that uses full screen and being 2D? <12> I think found some incompatibility with my configuration/system and SDL <13> check the games database ... most 2d ones probably offer fullscreen <14> anyone got a sdl_mixer.lib in OMF format? <14> (for Win32) <15> I have some pthreaded coded and I want each thread to write to the screen. Is SDL threadsafe in this regard? <16> first, SDL has cross-platform thread wrapper <16> second, NEVER use graphic calls from more than one thread <15> Let's say I have one SDL_surface per thread. After each thread joins I call blit to move my SDL_surfaces onto the screen. How does that sound? <16> if you draw into the screen from both, you're in trouble <16> however if you do that thing you said, it may work <16> as long as it's always the same thread the one that blits surfaces into screen <15> That I can do. It's a bit more awkwards, but manageable <15> I'm doing pixel access in each thread anyway so writing to a memory surface firist and then perfroming a blit is probably a good idea <15> here's an interesting link. Looks like SDL was threadsafe for some surfaces years ago http://lists.libsdl.org/pipermail/sdl-libsdl.org/1999-April/002027.html <17> Hello .. is there anyway to determine at run time if a surface is locked? thank you <16> It should be noted, that since SDL 1.1.8 surface locks are recursive. This means that you can lock a surface multiple times, but each lock must have a match unlock. <16> quote from docs <16> so if you need pixel access, lock it first, even if it was locked before; but both should have an unlock <16> http://docs.mandragor.org/files/Common_libs_documentation/SDL/SDL_Documentation_project_en/sdllocksurface.html <17> PovAddict: Thanks for the answer ... so there isn't really a way to know for sure <16> no there is no SDL_IsSurfaceLocked :) <16> why do you need it? <4> Cupu: You can cheat a bit, the SDL_Surface struct has a member 'locked', which is non-zero if the surface is locked. <17> PovAddict: mostly just for the sake of argument <16> not public though <4> Don't completely count on it never changing, but it should be relatively safe. <17> tesmako: Thank you .. that would work just great <18> :/quit
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