drawing a 32x32 image a 1000 times, takes roughly 50 fps.
witch is 20 millisecs per 1000 drawings, so 1 draw takes 1/50th of a millisec. not a thousandth?
witch is 20 millisecs per 1000 drawings, so 1 draw takes 1/50th of a millisec. not a thousandth?
That does dsound INCREDIBLY slow..
are you talking about the time taken to draw the images and flip the buffer? Remember, that other factors will contributre to any methof of timing too, such as other processor concerns and other graphical concerns too.
For best results, try closing all unnecessary processes and comment out any delays.
Multiply the 1000 drawings so you're drawing something like 1000000. The greater this number, the easier you can determine the average speed per each.
Keep your code extremely quick for the drawing. Use constant values all defined before any loops for maximum efficiency.
I'm sure there's methods of deciding whether the background colour is worth writibng over if the pixcel is the same or closer enough in colour, but at some point, it'll either get silly or just not worth the hassle :D