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] -- For more options, visit http://beagleboard.org/discuss --- You received this message because you are subscribed to the Google Groups "BeagleBoard" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/d/optout.
