Bringing SDL to OpenGL

Sage
Posts: 1,482
Joined: 2002.09
Post: #1
I've been using SDL for a game that I'm working on, but due to the complexity that it's taking on SDL is no longer viable. (or fast enough)

Are using OpenGL's pixel operations faster (or easier) than using textured quads for drawing in 2D? I have a basic understanding of how to do it either way, but am trying to decide what path to research.

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #2
Textured quads are the fastest way to get things onto the screen, not least because the textures can be stored in video memory.
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Sage
Posts: 1,482
Joined: 2002.09
Post: #3
Well that settles it. I was under the impression that you could do pixel operations in video memory.

Scott Lembcke - Howling Moon Software
Author of Chipmunk Physics - A fast and simple rigid body physics library in C.
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Mars_999
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Post: #4
Ever heard of Pixel/Vertex shaders? Look into that if you want to control more than you can with textures onto quads.
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