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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [directfb-dev] Re: directfb on xscale
Quoting Clemens Kirchgatterer: > Sven Neumann <neo@convergence.de> wrote: > > > Clemens Kirchgatterer <c.kirchgatterer@amatic.com> writes: > > > > > 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) > > > > Do you render directly from the image provider to the destination > > surface or do you use an offscreen surface the same pixel format than > > the destination? There are quite a few things you might be doing wrong > > (or rather ineffeciently), so you will have to give us some more > > details. Perhaps show us some code snippets? > > i just made some progression. > > when i set the pixelformat "explicitly" to DSPF_LUT8 on the screen and > the source surface, framerate suddenly raises to 42!FPS. :-) > why isn't the pixelformat set corrctly for best performance? is this a > bug in DFB? or a limitation of the xscale fb? IDirectFBImageProvider::GetSurfaceDescription() normally uses the pixel format of the primary layer. If the image has an alpha channel it uses DSPF_ARGB. -- Best regards, Denis Oliver Kropp .------------------------------------------. | DirectFB - Hardware accelerated graphics | | http://www.directfb.org/ | "------------------------------------------" Convergence GmbH -- Info: To unsubscribe send a mail to ecartis@directfb.org with "unsubscribe directfb-dev" as subject.
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