glSDL-Benchmark v1.0 - SDL video benchmark using DirectX and glSDL backend

- Roberto Prieto - megastorm@mi.madritel.es
- MegaStorm Systems (c) 2005 - http://www.megastormsystems.com
- Using SDL 1.2 experimental (SDL 1.2.9 CVS and glSDL backend)
- Special greetings to Sam Latinga, David Olofson and Sthephane Marchesin


· ÿÿÿÿ (x86 Family 6 Model 7 Stepping 2)
· CPU Speed: 451 Mhz
· System memory total/available: 159Mb / 60Mb
· NVIDIA Corporation - RIVA TNT2/AGP/SSE - 1.5.1
· Screen resolution 800x600x32bits

· Test 1 using 'directx' engine.
-> Number of sprites: 100
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Screen has double-buffering enabled
-> Sprite is in video memory
-> Sprite blit uses hardware acceleration
-> 84.52 frames per second

· Test 2 using 'directx' engine.
-> Number of sprites: 1000
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Screen has double-buffering enabled
-> Sprite is in video memory
-> Sprite blit uses hardware acceleration
-> 27.45 frames per second

· Test 3 using 'directx' engine.
-> Number of sprites: 100
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Sprite is in video memory
-> Sprite blit uses hardware acceleration
-> 299.43 frames per second

· Test 4 using 'directx' engine.
-> Number of sprites: 1000
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Sprite is in video memory
-> Sprite blit uses hardware acceleration
-> 29.71 frames per second

· Test 5 using 'glSDL' engine.
-> Number of sprites: 100
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Screen has double-buffering enabled
-> Sprite is in video memory
-> 254.79 frames per second

· Test 6 using 'glSDL' engine.
-> Number of sprites: 1000
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Screen has double-buffering enabled
-> Sprite is in video memory
-> 43.09 frames per second

· Test 7 using 'glSDL' engine.
-> Number of sprites: 100
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Sprite is in video memory
-> 251.36 frames per second

· Test 8 using 'glSDL' engine.
-> Number of sprites: 1000
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Sprite is in video memory
-> 42.98 frames per second

 FullscreenFullscreen + doublebuffer
10010001001000
SDL using DirectDraw299.4329.7184.5227.45
SDL using OpenGL251.3642.98254.7943.09

· End of execution