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Texturepacker sdl
Texturepacker sdl











texturepacker sdl texturepacker sdl
  1. #Texturepacker sdl software
  2. #Texturepacker sdl code

With the other renderers the problem is more complex and there are too many factors to be taken into account (drivers, platform, API implementation, batching, and so on)

#Texturepacker sdl software

The performance difference will be given by the renderer you choose(or SDL chose), so first one, for software renderer there should be no performance difference! ) and (except the software one) all of them are implemented in the same fashion:

#Texturepacker sdl code

The short answer: Using one big texture atlas will probably be faster and should definitely not be slower than multiple small textures and here is why:Īfter taking a look at the SDL source code i can see that SDL supports a bunch of renderers (OpenGL, Gles2, Psp, D3D. So my question is: are these 2 approaches the same in terms of performance, when using SDL 2? However, I'm not sure that a SDL texture is translated into a real Texture. I know SDL 2 takes advantage of 3D acceleration and I'm not an expert of 3D graphics programming, but I do know that selecting the current texture is an operation that is very expensive. I use src to select the sprite I'm interested into blitting. Since I have every single sprite in a different bmp, this would cause hundreds of texture objects to be created.Īnother solution would be to create a single SDL_Surface based on all the bmp files, create a single texture object from it and then blit it with something like this: SDL_RenderCopy(renderer, texture, &src, &dest) SDL_RenderCopy(renderer, texture, NULL, &dest) SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface) Based on the docs, this is what I would do: SDL_Surface *surface = SDL_LoadBMP("image.bmp") I'm using SDL 2 to create a small 2D game.













Texturepacker sdl