Hi rob, I'd be interested to see the performance of SDL when doing the same as the code above.
1) Tiling and scrolling a full background
2) Overlaying an alphablended sprite, approx 50% of screen.
3) Dynamic scaling and additive blending of alphablended sprite.
The reason I am approaching this from the DirectX software angle is because I can use all pre-existing command sets, I get all the DX7 functionality and sw/hw implementation of OGL on the MAC is not an issue so I don't need to worry about it.
Yes I'll have to wrap most of the commands to deal with the dirtyrects code but hey, that's simple stuff.
1) Tiling and scrolling a full background
2) Overlaying an alphablended sprite, approx 50% of screen.
3) Dynamic scaling and additive blending of alphablended sprite.
The reason I am approaching this from the DirectX software angle is because I can use all pre-existing command sets, I get all the DX7 functionality and sw/hw implementation of OGL on the MAC is not an issue so I don't need to worry about it.
Yes I'll have to wrap most of the commands to deal with the dirtyrects code but hey, that's simple stuff.