Re: [xmoto-dev] Getting SDL_gfx to work with visual c++

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there is no texture in ugly mode


Quoting Kees Jongenburger <kees.jongenburger@xxxxxxxxx>:

> On 1/10/07, nadenislamarre@xxxxxxx <nadenislamarre@xxxxxxx> wrote:
> > Kees,
> > sdlgfx is quite slow in ugly mode in the menu navigation (very slow in my
> vmware
> > while opengl is quite fast), are you sure you do any calculation unrequired
> ?
> I still haven't looked at the menu code
> My guess is that it's the scaling that is slow.
> and the thing that requires scaling is the drawing of the horizontal
> and vertical lines
> try printing that out. (or just print when the scale >2).
> if the lines can be drawn by repeating the texture instead of scaling the
> pixels
> that would just be awesome.
>
>
>
> >
> > Nicolas
> >
> > Quoting Kees Jongenburger <kees.jongenburger@xxxxxxxxx>:
> >
> > > > I an trying to clean up the endDraw code but I have some problem with
> math
> > > :)
> > > > feel free to commit anything required to make it work under windows.
> > > actualy any help to get the math on rotation / translation correct I
> > > more then welcome
> > > have you seen the SDL_gfx page on the wiki?
> > >
> > > Are you on irc sometimes?
> > > >
> > >
> > >
> >
> >
> >
> >
>
>





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