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al_d3d_create_bitmap
Paragon
Member #15,335
October 2013

I have been trying to make my rendering engine faster, and while i have had some success there is still something that bothers me. When I run a profiler on my code it turns out that a large percentage of the processing power goes towards calling al_d3d_create_bitmap. Considering that I don't start the profiler until after everything is initialized I can't figure out why this function is showing up at all.

Relevent Code:

Initialize

#SelectExpand
1al_init(); 2al_init(); 3al_install_keyboard(); 4al_init_image_addon(); 5 6 7al_set_new_display_option(ALLEGRO_RENDER_METHOD, 1, ALLEGRO_SUGGEST); 8al_set_new_display_option(ALLEGRO_VSYNC, 2, ALLEGRO_SUGGEST); 9al_set_new_display_option(ALLEGRO_CAN_DRAW_INTO_BITMAP, 1, ALLEGRO_SUGGEST); 10 11al_set_new_display_flags(ALLEGRO_DIRECT3D); 12ALLEGRO_DISPLAY* display = al_create_display(800,600); 13ALLEGRO_BITMAP* backBuffer = al_get_backbuffer(display); 14 15printf("RENDER METHOD: %i\n",al_get_display_option(display,ALLEGRO_RENDER_METHOD)); 16printf("VSYNC: %i\n",al_get_display_option(display,ALLEGRO_VSYNC)); 17printf("Can draw into bitmap: %i\n",al_get_display_option(display,ALLEGRO_CAN_DRAW_INTO_BITMAP)); 18 19int bitmapFlags = al_get_bitmap_flags(backBuffer); 20if ((bitmapFlags&ALLEGRO_MEMORY_BITMAP)==ALLEGRO_MEMORY_BITMAP) printf("Memory Bitmap\n"); 21if ((bitmapFlags&ALLEGRO_VIDEO_BITMAP)==ALLEGRO_VIDEO_BITMAP) printf("Video Bitmap\n"); 22 23al_set_target_backbuffer(display);

Drawing:

    al_clear_to_color(bgClearClr);
    for(unsigned int i=0;i<renderList.size();i++)
    {
      al_draw_tinted_scaled_rotated_bitmap_region(renderList[i].SpriteSheet,
                renderList[i].SpriteBox.X1,renderList[i].SpriteBox.Y1,renderList[i].SpriteBox.W,renderList[i].SpriteBox.H,
                          renderList[i].Tint,
                renderList[i].SpriteBox.X1+renderList[i].SpriteBox.W/2.0,renderList[i].SpriteBox.Y1+renderList[i].SpriteBox.H/2.0,
                renderList[i].DrawBox.X1,renderList[i].DrawBox.Y1,
                renderList[i].DrawBox.W/renderList[i].SpriteBox.W, renderList[i].DrawBox.H/renderList[i].SpriteBox.H,
                renderList[i].Rotation,0);
    }
    renderList.clear();
    al_flip_display();

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