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Originally Posted by Mr Jack
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Since I know which bits of the screen change anyway (I only rebuild the OpenGL data when things change for all the objects) adding delta compression wasn't that difficult.
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Aha... that's a problem - you can't make a universal library like that. Some game with all sort of lightening effects would be changing the whole screen all the time.
Writing to the "disk" is very slow indeed. Did you write full 888 RGB? Have you tried 565RGB - 16 bit (at least saving 1 byte per pixel)? Or even 12 bit?