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Re: [pygame] display surface question



David J. C. Beach wrote:
I realize the keeping a local "backing-store" can be useful for many
game-like apps.  However, I would like to forego this display buffer and
SDL offers no way to disable or bypass this offscreen copy of the display. This is one of the performance hurdles for fullscreen scrolling btw, or at least, used to be, machines have gotten faster lately.

There are actually two odd workarounds that may not help. You initialize a fullscreen display with HWSURFACE and not DOUBLEBUF you will draw directly to the screen. But that only works double buffered. Alternatively, you can pass OPENGL and not DOUBLEBUF and you will also be rendering direct to the screen, and that works fullscreen or windowed. In both these cases you'll need to watch for those VIDEOEXPOSE events and be sure to clean up the display.