Reputation: 21
Pretty self-explanatory. Currently I copy portions of textures directly using RenderCopy My idea is to blit these portions of data into a single surface instead and then make a texture out of it to RenderCopy after What is faster?
Upvotes: 1
Views: 764
Reputation: 768
In most cases, it's probably faster to RenderCopy()
each texture individually. I say this because SDL handles textures in the GPU, so it's already collecting data to a single surface behind the scenes, but in hardware, which is bounds faster.
Upvotes: 1