forums.ps2dev.org Forum Index forums.ps2dev.org
Homebrew PS2, PSP & PS3 Development Discussions
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

the fastest 2d hardware accelerated library

 
Post new topic   Reply to topic    forums.ps2dev.org Forum Index -> PSP Development
View previous topic :: View next topic  
Author Message
phanaton



Joined: 31 Jan 2010
Posts: 6

PostPosted: Sun Jan 31, 2010 2:24 am    Post subject: the fastest 2d hardware accelerated library Reply with quote

Hi I'm searching a very fast 2d blitting library because SDL is very slow...
My Problem is in general quite easy,
I'm just coding a 2d tilemap based engine but with around 15 fps by drawing the screen full with 16x16 tiles,
SDL is just to slow.
So now I'm searching for a library that is blitting the images faster to the screen. By the way the tilemap I used is an RGBA picture. Is it a way faster to use 16bit images?
Is the GL library much faster to do such jobs?
Back to top
View user's profile Send private message
jojojoris



Joined: 30 Mar 2008
Posts: 261

PostPosted: Sun Jan 31, 2010 3:09 am    Post subject: Reply with quote

The fastest is the sceGU library.

16 is half the size of 32 bit. 16 bit is faster.
_________________
Code:
int main(){
     SetupCallbacks();
     makeNiceGame();
     sceKernelExitGame();
}
Back to top
View user's profile Send private message
phanaton



Joined: 31 Jan 2010
Posts: 6

PostPosted: Sun Jan 31, 2010 3:18 am    Post subject: Reply with quote

Okay i thought it so ...

do I have to load an Image with an external library or is there a function included?
Back to top
View user's profile Send private message
Criptych



Joined: 12 Sep 2009
Posts: 79

PostPosted: Sun Jan 31, 2010 4:34 am    Post subject: Reply with quote

phanaton wrote:
Okay i thought it so ...

do I have to load an Image with an external library or is there a function included?

External library. libpng is a popular one. :)
_________________
PSP-2000 // CFW: 5.50 GEN-D2 ...and not upgrading until OFW supports homebrew!
(But I did downgrade to 1.50 with TimeMachine...)
"I want you to tell me how the machine makes you feel."
Back to top
View user's profile Send private message
phanaton



Joined: 31 Jan 2010
Posts: 6

PostPosted: Sun Jan 31, 2010 4:37 am    Post subject: Reply with quote

okay thanks.
Back to top
View user's profile Send private message
willow :--)



Joined: 13 Jan 2007
Posts: 126

PostPosted: Sun Jan 31, 2010 5:58 pm    Post subject: Reply with quote

I never tried SDL, but at 15fps I'd assume there's something else you're doing wrong.
I'm not saying it's not SDL, but have you considered other root causes ? I've seen so many games that reload their textures at every frame, for example...
_________________
Wagic. Play that card game against an AI on your PSP
Back to top
View user's profile Send private message
jojojoris



Joined: 30 Mar 2008
Posts: 261

PostPosted: Sun Jan 31, 2010 7:15 pm    Post subject: Reply with quote

SDL is slow. it does a lot of stuff nobody actually need.
OSLIB_MOD is something similar but designed for psp so faster.

If you don't have experience with OpenGL or sceGU i reccomend oslib_mod
_________________
Code:
int main(){
     SetupCallbacks();
     makeNiceGame();
     sceKernelExitGame();
}
Back to top
View user's profile Send private message
Criptych



Joined: 12 Sep 2009
Posts: 79

PostPosted: Mon Feb 01, 2010 12:38 pm    Post subject: Reply with quote

willow :--) wrote:
I never tried SDL, but at 15fps I'd assume there's something else you're doing wrong.
I'm not saying it's not SDL, but have you considered other root causes ? I've seen so many games that reload their textures at every frame, for example...

I don't know how up-to-date the information was, but I've read the PSP port of SDL is completely software-based, i.e. no GPU or VFPU acceleration. And I can say even from my limited experience that it's very slow: I tried converting "Gannatsu Portable" to use PNG instead of BMP, since it takes so long to load BMP - even though they're only 256 colors, some are as big as 640x640. It worked; however, while the PNG images loaded faster, the game itself ran at about half the speed.
_________________
PSP-2000 // CFW: 5.50 GEN-D2 ...and not upgrading until OFW supports homebrew!
(But I did downgrade to 1.50 with TimeMachine...)
"I want you to tell me how the machine makes you feel."
Back to top
View user's profile Send private message
phanaton



Joined: 31 Jan 2010
Posts: 6

PostPosted: Thu Mar 11, 2010 3:19 am    Post subject: Reply with quote

jojojoris wrote:
SDL is slow. it does a lot of stuff nobody actually need.
OSLIB_MOD is something similar but designed for psp so faster.

If you don't have experience with OpenGL or sceGU i reccomend oslib_mod


Well I have just a little experience with opengl(enough to draw at the Pc something in 2d). But my target is to learn to design games.
So I concentrate me on the "not graphical things" and just let a library draw my stuff and if the library is fast enough I'm happy.
Thanks for the tip with oslib its easier to understand then it could be true^^.
I will look at it.
Just a question is the library hardware accelerated?

And an off-topic question(for PC): does opengl have a function to blit bitmaps directly to the screen, instead of creating a quad and texturing it(like in SDL but GPU accelerated)?
Back to top
View user's profile Send private message
crazyc



Joined: 17 Jun 2005
Posts: 410

PostPosted: Thu Mar 11, 2010 5:12 am    Post subject: Reply with quote

Criptych wrote:
I don't know how up-to-date the information was, but I've read the PSP port of SDL is completely software-based, i.e. no GPU or VFPU acceleration.
PSP SDL has supported GU blit and GU palette for years.
Quote:
I'm just coding a 2d tilemap based engine but with around 15 fps by drawing the screen full with 16x16 tiles,
SDL is just to slow.
SDL draws the full screen, you want to use quads. Use opengl or sceGU.
Back to top
View user's profile Send private message
phanaton



Joined: 31 Jan 2010
Posts: 6

PostPosted: Thu Mar 11, 2010 6:44 am    Post subject: Reply with quote

I don't want to be impolite but could you please read my upper post ?
Back to top
View user's profile Send private message
sauron_le_noir



Joined: 05 Jul 2008
Posts: 229

PostPosted: Thu Mar 11, 2010 6:59 am    Post subject: Reply with quote

Have you try the tri library from raphael it is a great 2D,3D library
with c memory leak support look here : http://www.psp-programming.com/forums/index.php?topic=3043.msg26430
Back to top
View user's profile Send private message Send e-mail MSN Messenger
phanaton



Joined: 31 Jan 2010
Posts: 6

PostPosted: Thu Mar 11, 2010 10:03 pm    Post subject: Reply with quote

Ok I now found my new love in oslib.
I'm perfectly happy with it, it is much faster than SDL.
It just fits perfectly in my needs(blitting the image over the gpu in the buffer).
So thank you!
But there is just the one question:
Quote:
does opengl have a function to blit bitmaps directly to the screen, instead of creating a quad and texturing it(like in SDL but GPU accelerated)?
just like the oslib library for opengl?
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    forums.ps2dev.org Forum Index -> PSP Development All times are GMT + 10 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group