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Direct Frame Buffer Access

PostPosted: Sat Dec 18, 2010 3:30 pm
by asmodeus
What about the feature of direct frame buffer access? SDL (what is used by GE) has got the feature of getting the frame buffer pointer to individual manipulate pixels. Maybe that feature in GE would be very interesting, and it would make thinks like the "RayCastle" faster ;)
It's also useful is people want to write custom draw functions for example to draw special custom shapes quickly.

Re: Direct Frame Buffer Access

PostPosted: Sat Dec 18, 2010 4:59 pm
by akr
In principle this is a good idea. But almost all newer ge engines use opengl. For opengl there is no "direct buffer access".
The framebuffer is encapsulated in hardware. We could think about exposing some opengl functions to public.

Re: Direct Frame Buffer Access

PostPosted: Sat Dec 18, 2010 5:17 pm
by asmodeus
akr wrote:In principle this is a good idea. But almost all newer ge engines use opengl.

Does Game Editor really use OpenGL by now? I haven't been using GE for a long while, and as so far as I remember GE only offered simple drawing functions what was easily possible in SDL.

Re: Direct Frame Buffer Access

PostPosted: Sat Dec 18, 2010 6:56 pm
by akr
All newer ge engines i ported use opengles: mac, iphone, ipad & android. Otherwise performance on iphone, ipad and android would be unacceptable.
With opengles e.g. games like 1945 run at full frame rate on iphone and android.

Woher kommst Du genau?

Re: Direct Frame Buffer Access

PostPosted: Thu Dec 23, 2010 10:26 pm
by asmodeus
akr wrote:All newer ge engines i ported use opengles: mac, iphone, ipad & android. Otherwise performance on iphone, ipad and android would be unacceptable.
With opengles e.g. games like 1945 run at full frame rate on iphone and android.

Woher kommst Du genau?

Okay, I didn't know about that. I currently don't use GE any longer and work with the SDL or SFML gaming library and C++.

Bin aus Nordrhein-Westfalen.