Re: [AD] Framerate under the 4.1.x WIP Windows builds is mysteriously slow. |
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I've been looking at the DirectX9 documentation and also I have a rough
idea how OpenGL does things. Is it fair to say that:
The only thing stopping Allegro from using more hardware acceleration
is that it has a readable 'screen' bitmap?
Under both these systems, the method seems to be that you draw
everything onto an off-screen buffer, and then show it, using the
'Present' or 'flip' function. In OpenGL you can't even read the
off-screen buffer, but in DX9 you can (you have to specially request a
'lockable back buffer' - which may reduce performance, I don't know)
In many game situations you don't need to read from 'screen', or even
from the back-buffer. The two obvious examples are floodfill and
translucency, and the latter would be done by the hardware anyway.
What I'm wondering is whether the future Allegro could have a flag in
set_gfx_mode() to say that you don't need to read from 'screen,' and in
that case, better use of acceleration could be made.
Is this correct or have I misunderstood the way Allegro works?
Pete