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Question by Rasterman · Oct 04, 2012 at 06:48 PM · graphicsvideodrawdrawtextureblit

Graphics.Blit or texture update how long to draw to entire screen?

I am thinking of porting my existing codebase to use Unity as the backend for the framebuffer, input, network, and audio. Since my games heavily depend on my own 2d graphics library all I need graphics wise is one blit per frame of my already composed game frame. For iPhone I currently use glTexSubImage2D which takes only about 1.6ms on the iPhone 3gs and and on Mac I use glDrawPixels which updates a 1440x900 screen in 4ms. In Windows I blit 1920x1200 in about 1ms.

Is there support for blitting to the screen in one update and what are the Unity functions for doing so? What are the update times on Windows, Mac, iPhone, and Andriod for blitting a whole frame?

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avatar image Fattie · Oct 05, 2012 at 09:12 AM 0
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awesome - there would only be a dozen people here old enough to know what "blit" means!

avatar image whydoidoit · Oct 05, 2012 at 10:01 AM 0
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This really isn't how I understand Unity works - being a 3D engine there isn't a lot of blitting going on, certainly not from a memory buffer. The abstraction is around textures, cameras and meshes etc rather than direct access to the framebuffer (AFAI$$anonymous$$), whilst it would be possible I imagine it would be different for each target platform.

avatar image Rasterman · Oct 05, 2012 at 01:43 PM 0
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I guess I need to rephrase the question in texture terms. BTW I have found a Graphics.Blit call in Unity.

avatar image whydoidoit · Oct 05, 2012 at 02:32 PM 0
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Ah cool :)

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