kurosu wrote:btw, have you ever tried the fb console sdl 1.2 driver that some have reported to work?
oNaiPs wrote:I've realized that i can do hardware scaling with glorthof, maybe it's better to use this way other than pixel manipulating...
Jug6ernaut wrote:this project looks very intersting, Android is in dire need for a good 2d gfx lib.
pelya wrote:There is no string "Attrib" in SDL sources - this message should be coming from your OpenGL drivers.
Cannot say anything about flip - I did not check SDL 1.2 branch for a long time. Does it run on emulator?
Posting link to your sources may greatly help (though I don't promise I'll look into it right away, I don't have much time lately)
Someone is actually porting scummvm to android, but they are linking against the (normally unavailable) internal libraries, like skia and pixelflinger.
As for the approach used in the port you describe, I'm still uncertain. I've just tested your SDL 1.3 branch, and unfortunately, SDL_DisplayFormat* functions seem to force h/w textures (despite my requesting s/w ones), which doesn't sit well with the fact we want read access to some of those surfaces. Once I worked around this, I finally was able to see a dismal performance: framerate was likely halved compared to 1.2. Maybe this underlines some necessary adaptations, but for now I'll stay with 1.2 then.
I've looked up at your code for handling double-buffering in SDL 1.2, and don't see any reason for it to fail, so the problem is probably in the wormux code.
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