Rendering multiple scaled images efficiently is crucial for maintaining good performance in your SDL2 game. Here are some strategies to optimize this process:
Instead of using surface blitting, switch to texture rendering. Textures are stored in GPU memory, which makes rendering much faster:
#include <SDL.h>
#include <SDL_image.h>
#include <vector>
class Image {
public:
Image(SDL_Renderer* renderer,
const char* file) {
SDL_Surface* surface = IMG_Load(file);
texture = SDL_CreateTextureFromSurface(
renderer, surface);
SDL_FreeSurface(surface);
SDL_QueryTexture(texture, nullptr, nullptr,
&width, &height);
}
~Image() { SDL_DestroyTexture(texture); }
SDL_Texture* texture;
int width, height;
};
int main() {
SDL_Init(SDL_INIT_VIDEO);
IMG_Init(IMG_INIT_PNG);
SDL_Window* window = SDL_CreateWindow(
"Game", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, 800, 600, 0);
SDL_Renderer* renderer =
SDL_CreateRenderer(window, -1,
SDL_RENDERER_ACCELERATED);
std::vector<Image> images;
images.emplace_back(renderer, "image1.png");
images.emplace_back(renderer, "image2.png");
// Render loop
SDL_Rect dstRect{0, 0, 100, 100};
for (const auto& img : images) {
SDL_RenderCopy(renderer, img.texture,
nullptr, &dstRect);
dstRect.x += 110;
}
SDL_RenderPresent(renderer);
// Cleanup code omitted for brevity
return 0;
}
If you're rendering many similar images, consider using batch rendering. SDL2 doesn't directly support this, but you can use OpenGL with SDL2 for advanced rendering techniques.
For complex scenes that don't change often, render them to a texture once and then render that texture:
SDL_Texture* sceneTexture = SDL_CreateTexture(
renderer, SDL_PIXELFORMAT_RGBA8888,
SDL_TEXTUREACCESS_TARGET, 800, 600);
SDL_SetRenderTarget(renderer, sceneTexture);
// Render your complex scene here
SDL_SetRenderTarget(renderer, nullptr);
// In your main render loop
SDL_RenderCopy(renderer, sceneTexture, nullptr,
nullptr);
If you're scaling the same image to different sizes, consider pre-scaling it to common sizes and storing these as separate textures.
SDL_RenderCopyEx()
For more complex transformations including rotation and flipping, use SDL_RenderCopyEx()
instead of SDL_RenderCopy()
.
By implementing these techniques, you can significantly improve the rendering performance of multiple scaled images in your SDL2Â game.
Answers to questions are automatically generated and may not have been reviewed.
Learn techniques for scaling images and working with aspect ratios