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Home » Developing U++ » U++ Developers corner » Rainbow, first iteration  () 1 Vote
Re: Rainbow, first iteration [message #33282 is a reply to message #33280] Fri, 22 July 2011 14:17 Go to previous messageGo to previous message
kohait00 is currently offline  kohait00
Messages: 939
Registered: July 2009
Location: Germany
Experienced Contributor
@mirek:

I am experimenting with a ImageBuffer hack (including Buffer<>) to pass the fb surface directly as underlaying for Ctrl::framebuffer. the speed improvements for win/linux, fb0/SDL are considerable. especially in terms of responsiveness of the input handling.
while video handling under pc systems wont see much advantage, direct handling in embedded will really profit.

maybe we should really think about making upp directly drawable on fb surface, and making double buffering optional..

i will provide a patch to test it for your self. it is really quick.

@cbpporter: consider using WinAlt, in comparison with Skeleton, to see what exactly is needed. framebuffer is really a good choice as well, if irrlicht can offer a direct surface to draw to..fb based would not profit from optimized draw operations of irrlich though. see progress of MacOS port..it's getting exciting Smile imagine upp running on all the backends..this is a huge advantage.

EDIT: the attached patch is a quick hack to enable the usage of a n arbitrary memory chunk under ImageBuffer. Buffer<> is extended with a ctor and ability to hold not owned memory. ImageBuffer is extended to be constructable from a supplied Buffer<RGBA> plus Size, Ctrl::framebuffer is made public, so it's Buffer can be replaced.

while Linux/SDL somewhat does not show improvements, win/SDL are really responsive. LinuxFb heavily profits from the speed. again, my vote is for making this possible, so upp can run on at least some embeddeds (we would love to use it in our company in such way)

[Updated on: Fri, 22 July 2011 15:48]

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