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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [directfb-dev] directfb on xscale
i have some basic questions regarding usage of DFB on Xscale. currently i'm doing some research on a triton devel-kit 2 to estimate possible gfx performance on an embedded game machine device. our goal is to do some smooth animations (as big as possible) on 800x600 @ 8 and 16 bpp at 20-25 fps. is this even a realistic approach? i think the bigest performance killer is the color conversation between destination and target surface. i can copy 480KB (size of frame in 800x600@8bit) about 60 times a second with a very simple memcopy programm (2 malloced memory blocks), so i guess this is the top line possible. my next aproach was a basic DFB test programm, that loads 2 png files (each 256 colors without alpha, i hope) and tried to blit one as the screen background and the other over that background. this is awfully slow. i can follow the blitt easily with naked eye. (1 fps, i think) is there something i can do about the palette to speed things up? how can i find out, what's goin' wrong? thank you very much... clemens -- Info: To unsubscribe send a mail to ecartis@directfb.org with "unsubscribe directfb-dev" as subject.
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