Re: Graphic Library and market share
brian sharon <[email protected]>
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <[email protected]> |
You should leave your back buffer in video memory and do your rendering into a screen-sized surface in system memory. Then just copy the sysmem surface to the back buffer every frame. That gets you back on the well-tested driver path, and it isn't any more expensive - you have to copy a screen's worth of data from sysmem to vidmem in either case, and the flip of the vidmem back buffer to the front is free. --brian On Saturday, January 17, 2004, at 07:27 AM, Marin Kovacic wrote: > However, be careful with this because > there is a whole range of old nVidia drivers with broken DDraw > support that exibit rather severe visual glitches when your backbuffer > is in system memory (which it needs to be for alpha-blending). This > has been an endless source of pain for us. ------------------------------------------------------- The SF.Net email is sponsored by EclipseCon 2004 Premiere Conference on Open Tools Development and Integration See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. http://www.eclipsecon.org/osdn _______________________________________________ Gamedevlists-general mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557