SDL surface 'culling'
is it worth culling offscreen surfaces inside 'Draw' functions or does SDL do that for you?
It does it for you with the default clipping rectangle.
HxRender | Cornerstone SDL TutorialsCurrently picking on: Hedos, Programmer One
From what I remember, it does do the culling/clipping for you. Obviously if you can easily reject a group of blit operations beforehand, then do it. I don't think it's worth checking on a per-blit level however since SDL presumably has reasonably optimised methods for doing just that (or even ignoring it on hardware where it doesn't matter... should such a beast exist).
(Aside: if you want to bypass that, I believe you can call SDL_LowerBlit directly. That might give you a 1% performance increase if you're lucky, and only if you can be confident that everything is definitely within screen boundaries.)
(Aside: if you want to bypass that, I believe you can call SDL_LowerBlit directly. That might give you a 1% performance increase if you're lucky, and only if you can be confident that everything is definitely within screen boundaries.)
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