Wow, thanks Mark, that's informative to look at. I appreciate it.

But what I was asking about was hardware framebuffer support for SDL. Maybe 
what you've shown me means that it "just works," but when I was using it a few 
months ago, it had to use a software framebuffer. Note that I'm not entirely 
clear on the distinction.

> On Dec 18, 2014, at 23:39 , Mark Riley <[email protected]> wrote:
> 
> Rick,
> 
> I've attached the source code for some framebuffer experimentation I did.
> 
> You'll see circle, line and filled triangle code.  Should be self explanatory.
> 
> To compile :- 
> gcc frame.c -o frame
> 
> Best regards,
> 
> Mark
> 
> On 18 December 2014 at 22:12, Rick Mann <[email protected]> wrote:
> 
> > On Dec 18, 2014, at 00:29 , [email protected] wrote:
> >
> > Have you tried writing direct to the Video Frame Buffer, I have.
> 
> I wrote an app that used SDL, but it had to use (I think) a software frame 
> buffer, something about there not being support in the kernel for some 
> hardware frame buffer? I'm not sure what it was. But I'd love to be able to 
> use SDL to take over the entire display, and not use any kind of desktop or 
> window manager (that's just buckets of more code that slow boot/launch times).
> 
> For my app, fast update wasn't necessary (it was a process automation 
> controller-type thing), but it would be nice to be able to draw as fast as 
> possible with SDL.
> 
> Does this work now?

-- 
Rick Mann
[email protected]


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