Why do I get bad performance with SDL2 and SDL_RenderCopy inside a double for loop over all pixels?
I am programming a raycasting game using SDL2. When drawing the floor, I need to call SDL_RenderCopy pixelwise. This leads to a bottleneck which drops the framerate below 10 fps. I am looking for performance boosts but can't seem to find some. Here's a rough overview of the performance drop: int main() { while(true) { for(x=0; x<800; x++) { for(y=0; y<600; y++) { SDL_Rect src = { 0, 0, 1, 1 }; SDL_Rect dst = { x, y, 1, 1 }; SDL_RenderCopy(ren, tx, &src, &dst); // this drops the framerate below 10 } } SDL_RenderPresent(ren); } } You should probably be using texture streaming for this. Basically