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Original post by graveyard filla
be sure you are converting all your surface's to the screens format BEFORE you blit any of them.
Yeah, I discovered this during my last game. Right now I have a function that loads the image, converts it and sets the color key.
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also, in OpenGL, try using vertex arrays. stuff all your tiles into one vertex array with all the texture coordinates / positions and call glDrawArrays(). this should give a nice increase (depending on if your fill rate limited or geomoetry limited).
also, try running the game in fullscreen. this should give a nice boost in OpenGL. not only that, but try running the game in 16 bit color, in fullscreen. this should definetly show a nice boost in frame-rate. (again, depending on if its fill-rate or not, im betting it is though).
also, if you don't want to use vertex arrays, at least try to make GL function calls a minimum. that is, you might be doing something like this:for each tile gltextcoord() glcolor3f() glBegin() draw_quad() glEnd()
instead, do this:gltextcoord()glcolor3f()glBegin()for each tile draw_quad();glEnd()
Thanks for the suggestions, I'll look into them. I suspect the reason it's so slow (around 2 FPS from what some people are telling me) in GL mode with ATI cards is because of all the GL calls I make when drawing the tiles.
I pretty much taught myself just enough GL to get it to draw sprites from coordinates I pass the draw function. On that note, I'd appreciate any advice anybody can give me on how to draw a texture to another texture in GL so I can fix the mini map.