nanogui@linuxhacker.org
nanogui@linuxhacker.org
Hi all,
I had a muck around last night at porting the gameboy emulator GBE over to nano-x, it
seems to work (partially) but is D.O.G slow. The two problems I've got is input sensing
and output rendering speed.
Output Speed.
The present system uses a 'plot(x,y,c)' function to plot into a non visible screen,
then this is blitted to the visible window from time to time. The blitting is reasonably
fast (well in comparison), but the plotting is very slow.
I have implemented plot with:
GrSetGCForeground(gc, c)
GrPixel(window, x, y)
and the blit with:
GrCopyArea(blar blar blar)
This seems to go through a whole load of stuff, message passing etc and then finally
sets the bits in memory somewhere. Is it possible to bypass all this and go straight
to the memory (after I own as I malloc'ed it...).
If so what is the format and will it always be constant across different platforms -
I have a vague memory that nano-x is 24 bit internal and only limits on the final rendering?
(I would love horizontal scan lines, 3 bytes per pixel RGB !!).
I assume the CopyArea stuff is optmised as best as possible....
Input sensing.
As with most games you want to sense multiple buttons held down simulataneous, can Nano-x
handle this? The X version uses shift and control etc, and X seems to issue events on
modifier key press/release.
If I can get it running past the intro screen and faster that a frame a minute then
I put it up for download.....
Simon Wood
nanogui@linuxhacker.org