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Re: [pygame] Loading an image, transparent colour and RLEACCEL flag
- To: pygame-users@xxxxxxxx
- Subject: Re: [pygame] Loading an image, transparent colour and RLEACCEL flag
- From: Pete Shinners <pete@xxxxxxxxxxxx>
- Date: Mon, 01 Aug 2005 20:51:00 -0700
- Delivered-to: archiver@seul.org
- Delivered-to: pygame-users-outgoing@seul.org
- Delivered-to: pygame-users@seul.org
- Delivery-date: Mon, 01 Aug 2005 23:51:23 -0400
- In-reply-to: <dcj8bl$tk4$1@sea.gmane.org>
- References: <dcj8bl$tk4$1@sea.gmane.org>
- Reply-to: pygame-users@xxxxxxxx
- Sender: owner-pygame-users@xxxxxxxx
On Sun, 2005-07-31 at 16:25 -0300, Andrà Roberge wrote:
> When loading an image for a game and setting a transparent colour,
> is there any situation where it is not advisable to use
> the RLEACCEL flag?
If you will be modifying the surface, setting RLEACCEL is going to slow
things down. (This requires a decode and encode operation each time the
pixel data is unlocked.) It's also a bad choice if the display mode is
using hardware blitting.
In pure SDL software situations, the RLEACCEL can help speed things up a
bit. It's not huge, but it can be noticeable.