The test was essentially fill with background color and add a fps counter.

On 7/8/07, Ian Mallett <[EMAIL PROTECTED]> wrote:

Hmmm.  Well, you seem to be right.  I ran the test and OpenGL was faster.
I'm guessing it's my graphics card (I got a new laptop).

On 7/8/07, Patrick Mullen <[EMAIL PROTECTED]> wrote:
>
> Opengl will be slower than sdl on computers with either bad graphics
> cards or bad graphics drivers, but in general it is much much faster.  On
> the order of 10 times faster or more for some things.  But you have to code
> the opengl way, and not the sdl way.
>
> Directly modifying pixels in a texture is going to be slower than
> blitting pixels to the screen, so you will want to use another interface to
> draw pixels to a texture and then replace the texture for it to be update on
> the screen.  If you can find a way to accomplish what you want without
> changing or editing textures, it will probably work a bit better.  On more
> advanced cards you can use pixel rendering functions to offset this issue,
> but that is less portable.
>
> Another common slowdown with using opengl for 2d is badly sized
> textures.  Most cards will either have graphical errors or run slowly if any
> texture is not a power of 2 in size (256x256, 512x512 etc).  This is not
> much of a problem, since you can use scaling of polygons rather than scaling
> of a textures pixels in order to make anything look the right size on
> screen.
>
> Finally, polygon count does matter.  If you use tiles and make a giant
> map, say, 10,000 x 10,000, and then blit that whole map to the screen, it
> will run incredibly slow.  You have to be just as careful in opengl on how
> much data you pass to the renderer as you would have to watch the number and
> size of your blits in sdl.
>
> Lastly, display lists or other batch techniques to limit the amount of
> functions python has to call are a must.  Python function calls are slow, so
> if you are telling opengl to draw each vertex of the entire scene every
> frame, it could possibly be slower than the blits would just due to the
> python overhead.
>
> I'd like to see what your test was that ran slower in opengl than sdl.
> Everything I've done has ran 100-300 fps in opengl versus 40-60fps being
> about the max  I've EVER seen SDL run anything.
>


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